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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 1.65 by root, Wed Dec 13 00:42:03 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.5 2006/08/27 16:15:11 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 43};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 46};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49};
66int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
69 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
70 131
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
73 key_value * wants_field; 136 key_value *wants_field;
74 137
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 139 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
78 */ 141 */
79 142
80 /* For each field in wants, */ 143 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
82 key_value * has_field; 146 key_value *has_field;
83 147
84 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
86 152 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 153 /* No field with that name. */
89 return FALSE; 154 return FALSE;
90 }
91 155 }
156
92 /* Found the matching field. */ 157 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
94 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 161 return FALSE;
96 } 162 }
97 163
98 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 165 }
166
101 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 168 return TRUE;
103} 169}
104 170
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
107 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
109 */ 177 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 179}
112 180
113/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 182 * they can be merged together.
115 * 183 *
121 * 189 *
122 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
123 * check weight 191 * check weight
124 */ 192 */
125 193
126int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
127 195{
128 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
130 199
131 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 201 return 0;
138 202
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 204 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 205 * used to store nrof).
142 */ 206 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 208 return 0;
145 209
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 210 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We 211 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they 212 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied 213 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 214 * flags lose any meaning.
166 */ 215 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 218
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 221
173 222
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging. 224 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT 225 * 0x4 in flags3 is CLIENT_SENT
177 */ 226 */
178 if ((ob1->arch != ob2->arch) || 227 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) || 228 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) || 229 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) || 232 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) || 233 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) || 234 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) || 235 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
189 (ob1->attacktype != ob2->attacktype) || 238 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) || 239 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) || 240 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) || 241 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) || 242 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) || 243 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) || 244 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) || 245 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) || 246 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 253 return 0;
208 254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv))
266 return 0;
267
268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid.
270 */
271 }
272
209 /* Don't merge objects that are applied. With the new 'body' code, 273 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 274 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
212 */ 276 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 278 return 0;
215 279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
216 switch (ob1->type) { 287 switch (ob1->type)
288 {
217 case SCROLL: 289 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 290 if (ob1->level != ob2->level)
291 return 0;
219 break; 292 break;
220
221 } 293 }
294
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
226 return 0; 300 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
230 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
231 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
236/* 319/*
237 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
240 */ 323 */
241signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
242 signed long sum; 327 long sum;
243 object *inv; 328 object *inv;
329
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
245 if (inv->inv) 332 if (inv->inv)
246 sum_weight(inv); 333 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 335 }
336
249 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
251 if(op->carrying != sum) 340 if (op->carrying != sum)
252 op->carrying = sum; 341 op->carrying = sum;
342
253 return sum; 343 return sum;
254} 344}
255 345
256/** 346/**
257 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
258 */ 348 */
259 349
350object *
260object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
261 while (op->env != NULL) 353 while (op->env != NULL)
262 op = op->env; 354 op = op->env;
263 return op; 355 return op;
264} 356}
265 357
266/* 358/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 361 * or find a player.
270 */ 362 */
271 363
364object *
272object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 368 if (op->env == op)
275 op->env = NULL; 369 op->env = NULL;
276 return op; 370 return op;
277} 371}
278 372
279/* 373/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 375 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
283 */ 377 */
284 378
285void dump_object2(object *op) { 379char *
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) { 380dump_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{ 381{
340 char *cp; 382 if (!op)
383 return strdup ("[NULLOBJ]");
341 384
342 if(op==NULL) 385 object_freezer freezer;
343 { 386 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 387 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} 388}
382 389
383/* 390/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
387 */ 394 */
388 395
396object *
389object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
390 object *tmp,*closest; 399 object *tmp, *closest;
391 int last_dist,i; 400 int last_dist, i;
401
392 if(op->more==NULL) 402 if (op->more == NULL)
393 return op; 403 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
397 return closest; 407 return closest;
398} 408}
399 409
400/* 410/*
401 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
402 */ 412 */
403 413
414object *
404object *find_object(tag_t i) { 415find_object (tag_t i)
405 object *op; 416{
406 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 418 if (op->count == i)
408 break; 419 return op;
420
409 return op; 421 return 0;
410} 422}
411 423
412/* 424/*
413 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
416 */ 428 */
417 429
430object *
418object *find_object_name(const char *str) { 431find_object_name (const char *str)
419 const char *name=add_string(str); 432{
433 shstr_cmp str_ (str);
420 object *op; 434 object *op;
435
421 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 437 if (op->name == str_)
423 break; 438 break;
424 free_string(name); 439
425 return op; 440 return op;
426} 441}
427 442
443void
428void free_all_object_data(void) { 444free_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{ 445{
470 if (!op) return; 446 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} 447}
478
479
480 448
481/* 449/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 451 * skill and experience objects.
484 */ 452 */
485void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
486{ 455{
487 if(owner==NULL||op==NULL) 456 if (!owner)
488 return; 457 return;
489 458
490 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* 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 461 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 463 * 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. 464 * didn't match, this check is valid and I believe that cause is valid.
496 */ 465 */
497 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
499 468
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; 469 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} 470}
554 471
555/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 473 * refcounts and freeing the links.
557 */ 474 */
475static void
558static void free_key_values(object * op) { 476free_key_values (object *op)
559 key_value * i; 477{
560 key_value * next = NULL; 478 for (key_value *i = op->key_values; i != 0;)
561 479 {
562 if (op->key_values == NULL) return; 480 key_value *next = i->next;
481 delete i;
482
483 i = next;
563 484 }
564 for (i = op->key_values; i != NULL; i = next) { 485
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; 486 op->key_values = 0;
575} 487}
576 488
489void object::clear ()
490{
491 attachable_base::clear ();
577 492
578/*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op); 493 free_key_values (this);
606 494
607 /* the memset will clear all these values for us, but we need 495 owner = 0;
608 * to reduce the refcount on them. 496 name = 0;
609 */ 497 name_pl = 0;
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 498 title = 0;
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 499 race = 0;
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 500 slaying = 0;
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 501 skill = 0;
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 502 msg = 0;
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 503 lore = 0;
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 504 custom_name = 0;
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 505 materialname = 0;
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
619 517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
620 519
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); 520 SET_FLAG (this, FLAG_REMOVED);
627 521
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 */ 522 /* What is not cleared is next, prev, and count */
643 523
644 op->expmul=1.0; 524 expmul = 1.0;
645 op->face = blank_face; 525 face = blank_face;
646 op->attacked_by_count = (tag_t) -1; 526
647 if (settings.casting_time) 527 if (settings.casting_time)
648 op->casting_time = -1; 528 casting_time = -1;
649
650} 529}
651 530
652/* 531/*
653 * copy object first frees everything allocated by the second object, 532 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 533 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 534 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 535 * 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 536 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 537 * will point at garbage.
659 */ 538 */
539void
540object::copy_to (object *dst)
541{
542 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
543 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
660 544
661void copy_object(object *op2, object *op) { 545 *(object_copy *)dst = *this;
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 546 *(object_pod *)dst = *this;
663 event *evt, *evt2, *evt_new;
664 547
665 op->clear (); 548 if (self || cb)
549 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
666 550
667 /* Decrement the refcounts, but don't bother zeroing the fields; 551 if (is_freed)
668 they'll be overwritten by memcpy. */ 552 SET_FLAG (dst, FLAG_FREED);
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);
679 553
680 /* Basically, same code as from clear_object() */ 554 if (is_removed)
681 for (evt = op->events; evt; evt=evt2) { 555 SET_FLAG (dst, FLAG_REMOVED);
682 evt2 = evt->next;
683 556
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 557 if (speed < 0)
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; 558 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
712 559
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. */ 560 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) { 561 if (key_values)
736 key_value * tail = NULL; 562 {
563 key_value *tail = 0;
737 key_value * i; 564 key_value *i;
738 565
739 op->key_values = NULL; 566 dst->key_values = 0;
740 567
741 for (i = op2->key_values; i != NULL; i = i->next) { 568 for (i = key_values; i; i = i->next)
742 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 569 {
570 key_value *new_link = new key_value;
743 571
744 new_link->next = NULL; 572 new_link->next = 0;
745 new_link->key = add_refcount(i->key); 573 new_link->key = i->key;
746 if (i->value) 574 new_link->value = i->value;
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750 575
751 /* Try and be clever here, too. */ 576 /* Try and be clever here, too. */
752 if (op->key_values == NULL) { 577 if (!dst->key_values)
753 op->key_values = new_link; 578 {
754 tail = new_link; 579 dst->key_values = new_link;
755 } else { 580 tail = new_link;
756 tail->next = new_link; 581 }
757 tail = new_link; 582 else
583 {
584 tail->next = new_link;
585 tail = new_link;
586 }
587 }
758 } 588 }
759 }
760 }
761 589
762 update_ob_speed(op); 590 update_ob_speed (dst);
763} 591}
764 592
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; 593object *
806 594object::clone ()
807 if(free_objects==NULL) { 595{
808 expand_objects(); 596 object *neu = create ();
809 } 597 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; 598 return neu;
848} 599}
849 600
850/* 601/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 602 * 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 603 * 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. 604 * be called to update the face variable, _and_ how it looks on the map.
854 */ 605 */
855 606
607void
856void update_turn_face(object *op) { 608update_turn_face (object *op)
609{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 610 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
858 return; 611 return;
859 SET_ANIMATION(op, op->direction); 612 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 613 update_object (op, UP_OBJ_FACE);
861} 614}
862 615
863/* 616/*
864 * Updates the speed of an object. If the speed changes from 0 to another 617 * 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. 618 * 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. 619 * This function needs to be called whenever the speed of an object changes.
867 */ 620 */
868 621void
869void update_ob_speed(object *op) { 622update_ob_speed (object *op)
623{
870 extern int arch_init; 624 extern int arch_init;
871 625
872 /* No reason putting the archetypes objects on the speed list, 626 /* No reason putting the archetypes objects on the speed list,
873 * since they never really need to be updated. 627 * since they never really need to be updated.
874 */ 628 */
875 629
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 630 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
631 {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 632 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
878#ifdef MANY_CORES 633#ifdef MANY_CORES
879 abort(); 634 abort ();
880#else 635#else
881 op->speed = 0; 636 op->speed = 0;
882#endif 637#endif
883 } 638 }
639
884 if (arch_init) { 640 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; 641 return;
891 642
643 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
644 {
645 /* If already on active list, don't do anything */
646 if (op->active_next || op->active_prev || op == active_objects)
647 return;
648
892 /* process_events() expects us to insert the object at the beginning 649 /* process_events() expects us to insert the object at the beginning
893 * of the list. */ 650 * of the list. */
894 op->active_next = active_objects; 651 op->active_next = active_objects;
652
895 if (op->active_next!=NULL) 653 if (op->active_next != NULL)
896 op->active_next->active_prev = op; 654 op->active_next->active_prev = op;
655
897 active_objects = op; 656 active_objects = op;
657 }
658 else
898 } 659 {
899 else {
900 /* If not on the active list, nothing needs to be done */ 660 /* If not on the active list, nothing needs to be done */
901 if (!op->active_next && !op->active_prev && op!=active_objects) 661 if (!op->active_next && !op->active_prev && op != active_objects)
902 return; 662 return;
903 663
904 if (op->active_prev==NULL) { 664 if (op->active_prev == NULL)
665 {
905 active_objects = op->active_next; 666 active_objects = op->active_next;
667
906 if (op->active_next!=NULL) 668 if (op->active_next != NULL)
907 op->active_next->active_prev = NULL; 669 op->active_next->active_prev = NULL;
908 } 670 }
909 else { 671 else
672 {
910 op->active_prev->active_next = op->active_next; 673 op->active_prev->active_next = op->active_next;
674
911 if (op->active_next) 675 if (op->active_next)
912 op->active_next->active_prev = op->active_prev; 676 op->active_next->active_prev = op->active_prev;
913 } 677 }
678
914 op->active_next = NULL; 679 op->active_next = NULL;
915 op->active_prev = NULL; 680 op->active_prev = NULL;
916 } 681 }
917} 682}
918 683
919/* This function removes object 'op' from the list of active 684/* This function removes object 'op' from the list of active
920 * objects. 685 * objects.
922 * reference maps where you don't want an object that isn't 687 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed. 688 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which 689 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object. 690 * will do the right thing based on the speed of the object.
926 */ 691 */
692void
927void remove_from_active_list(object *op) 693remove_from_active_list (object *op)
928{ 694{
929 /* If not on the active list, nothing needs to be done */ 695 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects) 696 if (!op->active_next && !op->active_prev && op != active_objects)
931 return; 697 return;
932 698
933 if (op->active_prev==NULL) { 699 if (op->active_prev == NULL)
700 {
934 active_objects = op->active_next; 701 active_objects = op->active_next;
935 if (op->active_next!=NULL) 702 if (op->active_next != NULL)
936 op->active_next->active_prev = NULL; 703 op->active_next->active_prev = NULL;
704 }
705 else
937 } 706 {
938 else {
939 op->active_prev->active_next = op->active_next; 707 op->active_prev->active_next = op->active_next;
940 if (op->active_next) 708 if (op->active_next)
941 op->active_next->active_prev = op->active_prev; 709 op->active_next->active_prev = op->active_prev;
942 } 710 }
943 op->active_next = NULL; 711 op->active_next = NULL;
944 op->active_prev = NULL; 712 op->active_prev = NULL;
945} 713}
946 714
947/* 715/*
948 * update_object() updates the array which represents the map. 716 * update_object() updates the array which represents the map.
949 * It takes into account invisible objects (and represent squares covered 717 * It takes into account invisible objects (and represent squares covered
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 732 * 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. 733 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 734 * UP_OBJ_FACE: only the objects face has changed.
967 */ 735 */
968 736
737void
969void update_object(object *op, int action) { 738update_object (object *op, int action)
739{
970 int update_now=0, flags; 740 int update_now = 0, flags;
971 MoveType move_on, move_off, move_block, move_slow; 741 MoveType move_on, move_off, move_block, move_slow;
972 742
973 if (op == NULL) { 743 if (op == NULL)
744 {
974 /* this should never happen */ 745 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 746 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 747 return;
977 }
978 748 }
749
979 if(op->env!=NULL) { 750 if (op->env != NULL)
751 {
980 /* Animation is currently handled by client, so nothing 752 /* Animation is currently handled by client, so nothing
981 * to do in this case. 753 * to do in this case.
982 */ 754 */
983 return; 755 return;
984 } 756 }
985 757
986 /* If the map is saving, don't do anything as everything is 758 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways. 759 * going to get freed anyways.
988 */ 760 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 761 if (!op->map || op->map->in_memory == MAP_SAVING)
990 762 return;
763
991 /* make sure the object is within map boundaries */ 764 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 765 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 766 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 767 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 768#ifdef MANY_CORES
996 abort(); 769 abort ();
997#endif 770#endif
998 return; 771 return;
999 }
1000 772 }
773
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 774 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 775 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); 776 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); 777 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); 778 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); 779 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1007 780
1008 if (action == UP_OBJ_INSERT) { 781 if (action == UP_OBJ_INSERT)
782 {
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 783 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1010 update_now=1; 784 update_now = 1;
1011 785
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 786 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1013 update_now=1; 787 update_now = 1;
1014 788
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 789 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1016 update_now=1; 790 update_now = 1;
1017 791
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 792 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1019 update_now=1; 793 update_now = 1;
1020 794
795 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
796 update_now = 1;
797
1021 if ((move_on | op->move_on) != move_on) update_now=1; 798 if ((move_on | op->move_on) != move_on)
799 update_now = 1;
800
1022 if ((move_off | op->move_off) != move_off) update_now=1; 801 if ((move_off | op->move_off) != move_off)
802 update_now = 1;
803
1023 /* This isn't perfect, but I don't expect a lot of objects to 804 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 805 * to have move_allow right now.
1025 */ 806 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 807 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1027 update_now=1; 808 update_now = 1;
809
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 810 if ((move_slow | op->move_slow) != move_slow)
811 update_now = 1;
1029 } 812 }
813
1030 /* if the object is being removed, we can't make intelligent 814 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 815 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 816 * that is being removed.
1033 */ 817 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 818 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 819 update_now = 1;
1036 } else if (action == UP_OBJ_FACE) { 820 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 821 /* Nothing to do for that case */ ;
1038 }
1039 else { 822 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 823 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 824
1043 if (update_now) { 825 if (update_now)
826 {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 827 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); 828 update_position (op->map, op->x, op->y);
1046 } 829 }
1047 830
1048 if(op->more!=NULL) 831 if (op->more != NULL)
1049 update_object(op->more, action); 832 update_object (op->more, action);
1050} 833}
1051 834
835object::vector object::mortals;
836object::vector object::objects; // not yet used
837object *object::first;
838
839void object::free_mortals ()
840{
841 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
842 if ((*i)->refcnt)
843 ++i; // further delay freeing
844 else
845 {
846 delete *i;
847 mortals.erase (i);
848 }
849}
850
851object::object ()
852{
853 SET_FLAG (this, FLAG_REMOVED);
854
855 expmul = 1.0;
856 face = blank_face;
857}
858
859object::~object ()
860{
861 free_key_values (this);
862}
863
864void object::link ()
865{
866 count = ++ob_count;
867 uuid = gen_uuid ();
868
869 prev = 0;
870 next = object::first;
871
872 if (object::first)
873 object::first->prev = this;
874
875 object::first = this;
876}
877
878void object::unlink ()
879{
880 if (this == object::first)
881 object::first = next;
882
883 /* Remove this object from the list of used objects */
884 if (prev) prev->next = next;
885 if (next) next->prev = prev;
886
887 prev = 0;
888 next = 0;
889}
890
891object *object::create ()
892{
893 object *op = new object;
894 op->link ();
895 return op;
896}
1052 897
1053/* 898/*
1054 * free_object() frees everything allocated by an object, removes 899 * free_object() frees everything allocated by an object, removes
1055 * it from the list of used objects, and puts it on the list of 900 * it from the list of used objects, and puts it on the list of
1056 * free objects. The IS_FREED() flag is set in the object. 901 * free objects. The IS_FREED() flag is set in the object.
1057 * The object must have been removed by remove_ob() first for 902 * The object must have been removed by remove_ob() first for
1058 * this function to succeed. 903 * this function to succeed.
1059 * 904 *
1060 * If free_inventory is set, free inventory as well. Else drop items in 905 * If destroy_inventory is set, free inventory as well. Else drop items in
1061 * inventory to the ground. 906 * inventory to the ground.
1062 */ 907 */
908void object::destroy (bool destroy_inventory)
909{
910 if (QUERY_FLAG (this, FLAG_FREED))
911 return;
1063 912
1064void free_object(object *ob) { 913 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1065 free_object2(ob, 0); 914 remove_friendly_object (this);
1066}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069 915
1070 ob->clear ();
1071
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 916 if (!QUERY_FLAG (this, FLAG_REMOVED))
1073 LOG(llevDebug,"Free object called with non removed object\n"); 917 remove ();
1074 dump_object(ob); 918
1075#ifdef MANY_CORES 919 SET_FLAG (this, FLAG_FREED);
1076 abort(); 920
1077#endif 921 if (more)
1078 } 922 {
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 923 more->destroy (destroy_inventory);
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 924 more = 0;
1081 remove_friendly_object(ob); 925 }
926
927 if (inv)
1082 } 928 {
1083 if(QUERY_FLAG(ob,FLAG_FREED)) {
1084 dump_object(ob);
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1086 return;
1087 }
1088 if(ob->more!=NULL) {
1089 free_object2(ob->more, free_inventory);
1090 ob->more=NULL;
1091 }
1092 if (ob->inv) {
1093 /* Only if the space blocks everything do we not process - 929 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects 930 * if some form of movement is allowed, let objects
1095 * drop on that space. 931 * drop on that space.
1096 */ 932 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 933 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 934 {
1099 { 935 object *op = inv;
1100 op=ob->inv; 936
1101 while(op!=NULL) { 937 while (op)
1102 tmp=op->below; 938 {
1103 remove_ob(op); 939 object *tmp = op->below;
1104 free_object2(op, free_inventory); 940 op->destroy (destroy_inventory);
1105 op=tmp; 941 op = tmp;
942 }
943 }
944 else
945 { /* Put objects in inventory onto this space */
946 object *op = inv;
947
948 while (op)
949 {
950 object *tmp = op->below;
951
952 op->remove ();
953
954 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
955 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
956 op->destroy ();
957 else
958 {
959 op->x = x;
960 op->y = y;
961 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
962 }
963
964 op = tmp;
965 }
966 }
1106 } 967 }
1107 } 968
1108 else { /* Put objects in inventory onto this space */ 969 // hack to ensure that freed objects still have a valid map
1109 op=ob->inv; 970 {
1110 while(op!=NULL) { 971 static maptile *freed_map; // freed objects are moved here to avoid crashes
1111 tmp=op->below; 972
1112 remove_ob(op); 973 if (!freed_map)
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 974 {
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 975 freed_map = new maptile;
1115 free_object(op); 976
1116 else { 977 freed_map->name = "/internal/freed_objects_map";
1117 op->x=ob->x; 978 freed_map->width = 3;
1118 op->y=ob->y; 979 freed_map->height = 3;
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 980
1120 } 981 freed_map->allocate ();
1121 op=tmp;
1122 }
1123 }
1124 } 982 }
983
984 map = freed_map;
985 x = 1;
986 y = 1;
987 }
988
989 // clear those pointers that likely might have circular references to us
990 owner = 0;
991 enemy = 0;
992 attacked_by = 0;
993
994 // only relevant for players(?), but make sure of it anyways
995 contr = 0;
996
1125 /* Remove object from the active list */ 997 /* Remove object from the active list */
1126 ob->speed = 0; 998 speed = 0;
1127 update_ob_speed(ob); 999 update_ob_speed (this);
1128 1000
1129 SET_FLAG(ob, FLAG_FREED); 1001 unlink ();
1130 ob->count = 0;
1131 1002
1132 /* Remove this object from the list of used objects */ 1003 mortals.push_back (this);
1133 if(ob->prev==NULL) {
1134 objects=ob->next;
1135 if(objects!=NULL)
1136 objects->prev=NULL;
1137 }
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153
1154
1155 /* Why aren't events freed? */
1156 free_key_values(ob);
1157
1158#if 0 /* MEMORY_DEBUG*/
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1160 * presumes the freed_object will stick around for at least a little
1161 * bit
1162 */
1163 /* this is necessary so that memory debugging programs will
1164 * be able to accurately report source of malloc. If we recycle
1165 * objects, then some other area may be doing the get_object
1166 * and not freeing it, but the original one that malloc'd the
1167 * object will get the blame.
1168 */
1169 free(ob);
1170#else
1171
1172 /* Now link it with the free_objects list: */
1173 ob->prev=NULL;
1174 ob->next=free_objects;
1175 if(free_objects!=NULL)
1176 free_objects->prev=ob;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179#endif
1180}
1181
1182/*
1183 * count_free() returns the number of objects on the list of free objects.
1184 */
1185
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects;
1189 while(tmp!=NULL)
1190 tmp=tmp->next, i++;
1191 return i;
1192}
1193
1194/*
1195 * count_used() returns the number of objects on the list of used objects.
1196 */
1197
1198int count_used(void) {
1199 int i=0;
1200 object *tmp=objects;
1201 while(tmp!=NULL)
1202 tmp=tmp->next, i++;
1203 return i;
1204}
1205
1206/*
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209
1210int count_active(void) {
1211 int i=0;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216} 1004}
1217 1005
1218/* 1006/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 1007 * sub_weight() recursively (outwards) subtracts a number from the
1220 * weight of an object (and what is carried by it's environment(s)). 1008 * weight of an object (and what is carried by it's environment(s)).
1221 */ 1009 */
1222 1010void
1223void sub_weight (object *op, signed long weight) { 1011sub_weight (object *op, signed long weight)
1012{
1224 while (op != NULL) { 1013 while (op != NULL)
1014 {
1225 if (op->type == CONTAINER) { 1015 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 1016 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 1017
1228 op->carrying-=weight; 1018 op->carrying -= weight;
1229 op = op->env; 1019 op = op->env;
1230 } 1020 }
1231} 1021}
1232 1022
1233/* remove_ob(op): 1023/* op->remove ():
1234 * This function removes the object op from the linked list of objects 1024 * 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 1025 * which it is currently tied to. When this function is done, the
1236 * object will have no environment. If the object previously had an 1026 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 1027 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 1028 * the previous environment.
1239 * Beware: This function is called from the editor as well! 1029 * Beware: This function is called from the editor as well!
1240 */ 1030 */
1241 1031void
1242void remove_ob(object *op) { 1032object::remove ()
1033{
1243 object *tmp,*last=NULL; 1034 object *tmp, *last = 0;
1244 object *otmp; 1035 object *otmp;
1245 tag_t tag; 1036
1246 int check_walk_off; 1037 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250 1038
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1039 if (QUERY_FLAG (this, FLAG_REMOVED))
1252 dump_object(op); 1040 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 1041
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); 1042 SET_FLAG (this, FLAG_REMOVED);
1271 1043
1044 if (more)
1045 more->remove ();
1046
1272 /* 1047 /*
1273 * In this case, the object to be removed is in someones 1048 * In this case, the object to be removed is in someones
1274 * inventory. 1049 * inventory.
1275 */ 1050 */
1276 if(op->env!=NULL) { 1051 if (env)
1277 if(op->nrof) 1052 {
1053 if (nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 1054 sub_weight (env, weight * nrof);
1279 else 1055 else
1280 sub_weight(op->env, op->weight+op->carrying); 1056 sub_weight (env, weight + carrying);
1281 1057
1282 /* NO_FIX_PLAYER is set when a great many changes are being 1058 /* NO_FIX_PLAYER is set when a great many changes are being
1283 * made to players inventory. If set, avoiding the call 1059 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 1060 * to save cpu time.
1285 */ 1061 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1062 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1288 fix_player(otmp); 1063 fix_player (otmp);
1289 1064
1290 if(op->above!=NULL) 1065 if (above != NULL)
1291 op->above->below=op->below; 1066 above->below = below;
1292 else 1067 else
1293 op->env->inv=op->below; 1068 env->inv = below;
1294 1069
1295 if(op->below!=NULL) 1070 if (below != NULL)
1296 op->below->above=op->above; 1071 below->above = above;
1297 1072
1298 /* we set up values so that it could be inserted into 1073 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 1074 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 1075 * to the caller to decide what we want to do.
1301 */ 1076 */
1302 op->x=op->env->x,op->y=op->env->y; 1077 x = env->x, y = env->y;
1303 op->ox=op->x,op->oy=op->y; 1078 map = env->map;
1304 op->map=op->env->map; 1079 above = 0, below = 0;
1305 op->above=NULL,op->below=NULL; 1080 env = 0;
1306 op->env=NULL; 1081 }
1307 return; 1082 else if (map)
1308 } 1083 {
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 1084 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about 1085 * lots of logic for things we no longer care about
1333 */ 1086 */
1334 1087
1335 /* link the object above us */ 1088 /* link the object above us */
1336 if (op->above) 1089 if (above)
1337 op->above->below=op->below; 1090 above->below = below;
1338 else 1091 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1092 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1340 1093
1341 /* Relink the object below us, if there is one */ 1094 /* Relink the object below us, if there is one */
1342 if(op->below) { 1095 if (below)
1343 op->below->above=op->above; 1096 below->above = above;
1344 } else { 1097 else
1098 {
1345 /* Nothing below, which means we need to relink map object for this space 1099 /* 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 1100 * use translated coordinates in case some oddness with map tiling is
1347 * evident 1101 * evident
1348 */ 1102 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 1103 if (GET_MAP_OB (map, x, y) != this)
1350 dump_object(op); 1104 {
1105 char *dump = dump_object (this);
1106 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); 1107 "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)); 1108 free (dump);
1353 LOG(llevError,"%s\n",errmsg); 1109 dump = dump_object (GET_MAP_OB (map, x, y));
1354 } 1110 LOG (llevError, "%s\n", dump);
1111 free (dump);
1112 }
1113
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1114 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1356 } 1115 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 1116
1117 above = 0;
1118 below = 0;
1119
1360 if (op->map->in_memory == MAP_SAVING) 1120 if (map->in_memory == MAP_SAVING)
1361 return; 1121 return;
1362 1122
1363 tag = op->count;
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1123 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1124
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1125 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1126 {
1366 /* No point updating the players look faces if he is the object 1127 /* No point updating the players look faces if he is the object
1367 * being removed. 1128 * being removed.
1368 */ 1129 */
1369 1130
1370 if(tmp->type==PLAYER && tmp!=op) { 1131 if (tmp->type == PLAYER && tmp != this)
1132 {
1371 /* If a container that the player is currently using somehow gets 1133 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1134 * removed (most likely destroyed), update the player view
1373 * appropriately. 1135 * appropriately.
1374 */ 1136 */
1375 if (tmp->container==op) { 1137 if (tmp->container == this)
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1138 {
1377 tmp->container=NULL; 1139 CLEAR_FLAG (this, FLAG_APPLIED);
1378 } 1140 tmp->container = 0;
1141 }
1142
1379 tmp->contr->socket.update_look=1; 1143 tmp->contr->socket.update_look = 1;
1380 } 1144 }
1145
1381 /* See if player moving off should effect something */ 1146 /* See if player moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1147 if (check_walk_off
1148 && ((move_type & tmp->move_off)
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1149 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1150 {
1151 move_apply (tmp, this, 0);
1384 1152
1385 move_apply(tmp, op, NULL); 1153 if (destroyed ())
1386 if (was_destroyed (op, tag)) { 1154 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 " 1155 }
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391 1156
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1157 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393 1158
1394 if(tmp->above == tmp) 1159 if (tmp->above == tmp)
1395 tmp->above = NULL; 1160 tmp->above = 0;
1396 last=tmp; 1161
1397 } 1162 last = tmp;
1163 }
1164
1398 /* last == NULL of there are no objects on this space */ 1165 /* last == NULL of there are no objects on this space */
1399 if (last==NULL) { 1166 if (!last)
1167 {
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1168 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1169 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1402 * those out anyways, and if there are any flags set right now, they won't 1170 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways. 1171 * be correct anyways.
1404 */ 1172 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1173 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y); 1174 update_position (map, x, y);
1407 } 1175 }
1408 else 1176 else
1409 update_object(last, UP_OBJ_REMOVE); 1177 update_object (last, UP_OBJ_REMOVE);
1410 1178
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1179 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1412 update_all_los(op->map, op->x, op->y); 1180 update_all_los (map, x, y);
1413 1181 }
1414} 1182}
1415 1183
1416/* 1184/*
1417 * merge_ob(op,top): 1185 * merge_ob(op,top):
1418 * 1186 *
1419 * This function goes through all objects below and including top, and 1187 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1188 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1189 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1190 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1191 */
1424 1192object *
1425object *merge_ob(object *op, object *top) { 1193merge_ob (object *op, object *top)
1194{
1426 if(!op->nrof) 1195 if (!op->nrof)
1427 return 0; 1196 return 0;
1197
1428 if(top==NULL) 1198 if (top == NULL)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1199 for (top = op; top != NULL && top->above != NULL; top = top->above);
1200
1430 for(;top!=NULL;top=top->below) { 1201 for (; top != NULL; top = top->below)
1202 {
1431 if(top==op) 1203 if (top == op)
1432 continue; 1204 continue;
1433 if (CAN_MERGE(op,top)) 1205 if (CAN_MERGE (op, top))
1434 { 1206 {
1435 top->nrof+=op->nrof; 1207 top->nrof += op->nrof;
1208
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1210 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1211 op->destroy ();
1439 free_object(op);
1440 return top; 1212 return top;
1441 } 1213 }
1442 } 1214 }
1215
1443 return NULL; 1216 return 0;
1444} 1217}
1445 1218
1446/* 1219/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1448 * job preparing multi-part monsters 1221 * job preparing multi-part monsters
1449 */ 1222 */
1223object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{
1451 object* tmp; 1226 object *tmp;
1227
1452 if (op->head) 1228 if (op->head)
1453 op=op->head; 1229 op = op->head;
1230
1454 for (tmp=op;tmp;tmp=tmp->more){ 1231 for (tmp = op; tmp; tmp = tmp->more)
1232 {
1455 tmp->x=x+tmp->arch->clone.x; 1233 tmp->x = x + tmp->arch->clone.x;
1456 tmp->y=y+tmp->arch->clone.y; 1234 tmp->y = y + tmp->arch->clone.y;
1457 } 1235 }
1236
1458 return insert_ob_in_map (op, m, originator, flag); 1237 return insert_ob_in_map (op, m, originator, flag);
1459} 1238}
1460 1239
1461/* 1240/*
1462 * insert_ob_in_map (op, map, originator, flag): 1241 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1242 * This function inserts the object in the two-way linked list
1477 * new object if 'op' was merged with other object 1256 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1257 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1258 * just 'op' otherwise
1480 */ 1259 */
1481 1260
1261object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1263{
1484 object *tmp, *top, *floor=NULL; 1264 object *tmp, *top, *floor = NULL;
1485 sint16 x,y; 1265 sint16 x, y;
1486 1266
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1267 if (QUERY_FLAG (op, FLAG_FREED))
1268 {
1488 LOG (llevError, "Trying to insert freed object!\n"); 1269 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL; 1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1490 } 1274 {
1491 if(m==NULL) { 1275 char *dump = dump_object (op);
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1494 return op; 1277 free (dump);
1278 return op;
1495 } 1279 }
1280
1496 if(out_of_map(m,op->x,op->y)) { 1281 if (out_of_map (m, op->x, op->y))
1497 dump_object(op); 1282 {
1283 char *dump = dump_object (op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1499#ifdef MANY_CORES 1285#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object 1286 /* 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 1287 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted. 1288 * improperly inserted.
1503 */ 1289 */
1504 abort(); 1290 abort ();
1505#endif 1291#endif
1506 return op; 1292 free (dump);
1293 return op;
1507 } 1294 }
1295
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1509 dump_object(op); 1297 {
1298 char *dump = dump_object (op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1511 return op; 1300 free (dump);
1301 return op;
1512 } 1302 }
1303
1513 if(op->more!=NULL) { 1304 if (op->more != NULL)
1305 {
1514 /* The part may be on a different map. */ 1306 /* The part may be on a different map. */
1515 1307
1516 object *more = op->more; 1308 object *more = op->more;
1517 1309
1518 /* We really need the caller to normalize coordinates - if 1310 /* We really need the caller to normalize coordinates - if
1519 * we set the map, that doesn't work if the location is within 1311 * 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 1312 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it. 1313 * is clear wrong do we normalize it.
1522 */ 1314 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1315 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); 1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1528 } else if (!more->map) { 1317 else if (!more->map)
1318 {
1529 /* For backwards compatibility - when not dealing with tiled maps, 1319 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent. 1320 * more->map should always point to the parent.
1531 */ 1321 */
1532 more->map = m; 1322 more->map = m;
1533 } 1323 }
1534 1324
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1536 if ( ! op->head) 1327 if (!op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1538 return NULL; 1330 return NULL;
1539 } 1331 }
1540 } 1332 }
1333
1541 CLEAR_FLAG(op,FLAG_REMOVED); 1334 CLEAR_FLAG (op, FLAG_REMOVED);
1542 1335
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 1336 /* 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 1337 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1338 * need extra work
1550 */ 1339 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1340 op->map = get_map_from_coord (m, &op->x, &op->y);
1552 x = op->x; 1341 x = op->x;
1553 y = op->y; 1342 y = op->y;
1554 1343
1555 /* this has to be done after we translate the coordinates. 1344 /* this has to be done after we translate the coordinates.
1556 */ 1345 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1346 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1348 if (CAN_MERGE (op, tmp))
1560 op->nrof+=tmp->nrof; 1349 {
1561 remove_ob(tmp); 1350 op->nrof += tmp->nrof;
1562 free_object(tmp); 1351 tmp->destroy ();
1563 } 1352 }
1564 }
1565 1353
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1355 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1357 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1358 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1359
1571 if (flag & INS_BELOW_ORIGINATOR) { 1360 if (flag & INS_BELOW_ORIGINATOR)
1361 {
1572 if (originator->map != op->map || originator->x != op->x || 1362 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1363 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1364 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1365 abort ();
1576 } 1366 }
1367
1577 op->above = originator; 1368 op->above = originator;
1578 op->below = originator->below; 1369 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1370
1371 if (op->below)
1372 op->below->above = op;
1373 else
1580 else SET_MAP_OB(op->map, op->x, op->y, op); 1374 SET_MAP_OB (op->map, op->x, op->y, op);
1375
1581 /* since *below* originator, no need to update top */ 1376 /* since *below* originator, no need to update top */
1582 originator->below = op; 1377 originator->below = op;
1583 } else { 1378 }
1379 else
1380 {
1584 /* If there are other objects, then */ 1381 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1383 {
1586 object *last=NULL; 1384 object *last = NULL;
1587 /* 1385
1386 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1387 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1388 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1389 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1391 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1392 * 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 1393 * 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 1394 * 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 1395 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1598 */ 1397 */
1599 1398
1600 while (top != NULL) { 1399 while (top != NULL)
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1400 {
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1603 if (QUERY_FLAG(top, FLAG_NO_PICK) 1402 floor = top;
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1403
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1606 { 1405 {
1607 /* We insert above top, so we want this object below this */ 1406 /* We insert above top, so we want this object below this */
1608 top=top->below; 1407 top = top->below;
1609 break; 1408 break;
1610 } 1409 }
1611 last = top; 1410
1612 top = top->above; 1411 last = top;
1613 } 1412 top = top->above;
1413 }
1414
1614 /* Don't want top to be NULL, so set it to the last valid object */ 1415 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last; 1416 top = last;
1616 1417
1617 /* We let update_position deal with figuring out what the space 1418 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1419 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1420 * makes things faster, and effectively the same result.
1620 */ 1421 */
1621 1422
1622 /* Have object 'fall below' other objects that block view. 1423 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1424 * Unless those objects are exits, type 66
1624 * If INS_ON_TOP is used, don't do this processing 1425 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1426 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1427 * stacking is a bit odd.
1627 */ 1428 */
1628 if (!(flag & INS_ON_TOP) && 1429 if (!(flag & INS_ON_TOP) &&
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1630 (op->face && !op->face->visibility)) { 1431 {
1631 for (last=top; last != floor; last=last->below) 1432 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break;
1633 /* Check to see if we found the object that blocks view, 1435 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1436 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1437 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1438 * set top to the object below us.
1637 */ 1439 */
1638 if (last && last->below && last != floor) top=last->below; 1440 if (last && last->below && last != floor)
1639 } 1441 top = last->below;
1640 } /* If objects on this space */ 1442 }
1443 } /* If objects on this space */
1444
1641 if (flag & INS_MAP_LOAD) 1445 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1448 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor;
1644 1450
1645 /* Top is the object that our object (op) is going to get inserted above. 1451 /* Top is the object that our object (op) is going to get inserted above.
1646 */ 1452 */
1647 1453
1648 /* First object on this space */ 1454 /* First object on this space */
1649 if (!top) { 1455 if (!top)
1456 {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1457 op->above = GET_MAP_OB (op->map, op->x, op->y);
1651 if (op->above) op->above->below = op; 1458
1459 if (op->above)
1460 op->above->below = op;
1461
1652 op->below = NULL; 1462 op->below = NULL;
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1463 SET_MAP_OB (op->map, op->x, op->y, op);
1654 } else { /* get inserted into the stack above top */ 1464 }
1465 else
1466 { /* get inserted into the stack above top */
1655 op->above = top->above; 1467 op->above = top->above;
1656 if (op->above) op->above->below = op; 1468
1469 if (op->above)
1470 op->above->below = op;
1471
1657 op->below = top; 1472 op->below = top;
1658 top->above = op; 1473 top->above = op;
1659 } 1474 }
1475
1660 if (op->above==NULL) 1476 if (op->above == NULL)
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1477 SET_MAP_TOP (op->map, op->x, op->y, op);
1662 } /* else not INS_BELOW_ORIGINATOR */ 1478 } /* else not INS_BELOW_ORIGINATOR */
1663 1479
1664 if(op->type==PLAYER) 1480 if (op->type == PLAYER)
1665 op->contr->do_los=1; 1481 op->contr->do_los = 1;
1666 1482
1667 /* If we have a floor, we know the player, if any, will be above 1483 /* 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. 1484 * it, so save a few ticks and start from there.
1669 */ 1485 */
1670 if (!(flag & INS_MAP_LOAD)) 1486 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1672 if (tmp->type == PLAYER) 1488 if (tmp->type == PLAYER)
1673 tmp->contr->socket.update_look=1; 1489 tmp->contr->socket.update_look = 1;
1674 }
1675 1490
1676 /* If this object glows, it may affect lighting conditions that are 1491 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1492 * 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 1493 * 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 1494 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1495 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1496 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1497 * or just updating the P_NEED_UPDATE for spaces within this area
1683 * of effect may be sufficient. 1498 * of effect may be sufficient.
1684 */ 1499 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1501 update_all_los (op->map, op->x, op->y);
1687 1502
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1503 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1504 update_object (op, UP_OBJ_INSERT);
1691 1505
1692
1693 /* Don't know if moving this to the end will break anything. However, 1506 /* 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. 1507 * we want to have update_look set above before calling this.
1695 * 1508 *
1696 * check_move_on() must be after this because code called from 1509 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1510 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1511 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1512 * update_object().
1700 */ 1513 */
1701 1514
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1515 /* 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) { 1516 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 {
1705 if (check_move_on(op, originator)) 1518 if (check_move_on (op, originator))
1706 return NULL; 1519 return NULL;
1707 1520
1708 /* If we are a multi part object, lets work our way through the check 1521 /* If we are a multi part object, lets work our way through the check
1709 * walk on's. 1522 * walk on's.
1710 */ 1523 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1525 if (check_move_on (tmp, originator))
1713 return NULL; 1526 return NULL;
1714 } 1527 }
1528
1715 return op; 1529 return op;
1716} 1530}
1717 1531
1718/* this function inserts an object in the map, but if it 1532/* 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. 1533 * 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. 1534 * op is the object to insert it under: supplies x and the map.
1721 */ 1535 */
1536void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1537replace_insert_ob_in_map (const char *arch_string, object *op)
1538{
1723 object *tmp; 1539 object *
1724 object *tmp1; 1540 tmp;
1541 object *
1542 tmp1;
1725 1543
1726 /* first search for itself and remove any old instances */ 1544 /* first search for itself and remove any old instances */
1727 1545
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1730 remove_ob(tmp); 1548 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1549
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1550 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1551
1737 1552 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1553 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1554 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 1555}
1741 1556
1742/* 1557/*
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1558 * 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 1559 * is returned contains nr objects, and the remaining parts contains
1745 * the rest (or is removed and freed if that number is 0). 1560 * the rest (or is removed and freed if that number is 0).
1746 * On failure, NULL is returned, and the reason put into the 1561 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1562 * global static errmsg array.
1748 */ 1563 */
1749 1564
1565object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1566get_split_ob (object *orig_ob, uint32 nr)
1567{
1751 object *newob; 1568 object *newob;
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1570
1754 if(orig_ob->nrof<nr) { 1571 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 } 1572 {
1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1574 return NULL;
1575 }
1576
1759 newob = object_create_clone(orig_ob); 1577 newob = object_create_clone (orig_ob);
1578
1760 if((orig_ob->nrof-=nr)<1) { 1579 if ((orig_ob->nrof -= nr) < 1)
1761 if ( ! is_removed) 1580 orig_ob->destroy (1);
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) { 1581 else if (!is_removed)
1582 {
1766 if(orig_ob->env!=NULL) 1583 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1587 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"); 1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL; 1589 return NULL;
1773 } 1590 }
1774 } 1591 }
1592
1775 newob->nrof=nr; 1593 newob->nrof = nr;
1776 1594
1777 return newob; 1595 return newob;
1778} 1596}
1779 1597
1780/* 1598/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease_ob_nr(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1784 * 1602 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1604 */
1787 1605
1606object *
1788object *decrease_ob_nr (object *op, uint32 i) 1607decrease_ob_nr (object *op, uint32 i)
1789{ 1608{
1790 object *tmp; 1609 object *tmp;
1791 player *pl; 1610 player *pl;
1792 1611
1793 if (i == 0) /* objects with op->nrof require this check */ 1612 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1613 return op;
1795 1614
1796 if (i > op->nrof) 1615 if (i > op->nrof)
1797 i = op->nrof; 1616 i = op->nrof;
1798 1617
1799 if (QUERY_FLAG (op, FLAG_REMOVED)) 1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove ();
1655 op->nrof = 0;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1800 { 1661 }
1662 else
1663 {
1664 object *above = op->above;
1665
1666 if (i < op->nrof)
1801 op->nrof -= i; 1667 op->nrof -= i;
1802 }
1803 else if (op->env != NULL)
1804 {
1805 /* is this object in the players inventory, or sub container
1806 * therein?
1807 */
1808 tmp = is_player_inv (op->env);
1809 /* nope. Is this a container the player has opened?
1810 * If so, set tmp to that player.
1811 * IMO, searching through all the players will mostly
1812 * likely be quicker than following op->env to the map,
1813 * and then searching the map for a player.
1814 */
1815 if (!tmp) {
1816 for (pl=first_player; pl; pl=pl->next)
1817 if (pl->ob->container == op->env) break;
1818 if (pl) tmp=pl->ob;
1819 else tmp=NULL;
1820 }
1821
1822 if (i < op->nrof) {
1823 sub_weight (op->env, op->weight * i);
1824 op->nrof -= i;
1825 if (tmp) {
1826 esrv_send_item(tmp, op);
1827 }
1828 } else { 1668 else
1669 {
1829 remove_ob (op); 1670 op->remove ();
1830 op->nrof = 0; 1671 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count);
1833 } 1672 }
1834 }
1835 }
1836 else
1837 {
1838 object *above = op->above;
1839 1673
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 */ 1674 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above) 1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1848 if (tmp->type == PLAYER) { 1676 if (tmp->type == PLAYER)
1677 {
1849 if (op->nrof) 1678 if (op->nrof)
1850 esrv_send_item(tmp, op); 1679 esrv_send_item (tmp, op);
1851 else 1680 else
1852 esrv_del_item(tmp->contr, op->count); 1681 esrv_del_item (tmp->contr, op->count);
1853 } 1682 }
1854 } 1683 }
1855 1684
1856 if (op->nrof) { 1685 if (op->nrof)
1857 return op; 1686 return op;
1858 } else { 1687 else
1859 free_object (op); 1688 {
1689 op->destroy ();
1860 return NULL; 1690 return NULL;
1861 } 1691 }
1862} 1692}
1863 1693
1864/* 1694/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1695 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1696 * and also updates how much the environment(s) is/are carrying.
1867 */ 1697 */
1868 1698
1699void
1869void add_weight (object *op, signed long weight) { 1700add_weight (object *op, signed long weight)
1701{
1870 while (op!=NULL) { 1702 while (op != NULL)
1703 {
1871 if (op->type == CONTAINER) { 1704 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1706
1874 op->carrying+=weight; 1707 op->carrying += weight;
1875 op=op->env; 1708 op = op->env;
1876 } 1709 }
1877} 1710}
1878 1711
1712object *
1713insert_ob_in_ob (object *op, object *where)
1714{
1715 if (!where)
1716 {
1717 char *dump = dump_object (op);
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump);
1720 return op;
1721 }
1722
1723 if (where->head)
1724 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head;
1727 }
1728
1729 return where->insert (op);
1730}
1731
1879/* 1732/*
1880 * insert_ob_in_ob(op,environment): 1733 * env->insert (op)
1881 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1882 * inside the object environment. 1735 * inside the object environment.
1883 * 1736 *
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 1737 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1738 * be != op, if items are merged. -Tero
1891 */ 1739 */
1892 1740
1893object *insert_ob_in_ob(object *op,object *where) { 1741object *
1742object::insert (object *op)
1743{
1894 object *tmp, *otmp; 1744 object *tmp, *otmp;
1895 1745
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1897 dump_object(op); 1747 op->remove ();
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1748
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) { 1749 if (op->more)
1750 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1752 return op;
1915 } 1753 }
1754
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1756 CLEAR_FLAG (op, FLAG_REMOVED);
1918 if(op->nrof) { 1757 if (op->nrof)
1758 {
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1759 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1760 if (CAN_MERGE (tmp, op))
1761 {
1921 /* return the original object and remove inserted object 1762 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1763 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1764 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1765 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1766 * tmp->nrof, we need to increase the weight.
1926 */ 1767 */
1927 add_weight (where, op->weight*op->nrof); 1768 add_weight (this, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1769 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1770 op->destroy (); /* free the inserted object */
1930 op = tmp; 1771 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1772 op->remove (); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1773 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1774 break;
1934 } 1775 }
1935 1776
1936 /* I assume combined objects have no inventory 1777 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1778 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1779 * (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 1780 * the weight, so we need to add it in again, since we actually do
1940 * the linking below 1781 * the linking below
1941 */ 1782 */
1942 add_weight (where, op->weight*op->nrof); 1783 add_weight (this, op->weight * op->nrof);
1784 }
1943 } else 1785 else
1944 add_weight (where, (op->weight+op->carrying)); 1786 add_weight (this, (op->weight + op->carrying));
1945 1787
1946 otmp=is_player_inv(where); 1788 otmp = is_player_inv (this);
1947 if (otmp&&otmp->contr!=NULL) { 1789 if (otmp && otmp->contr)
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1791 fix_player (otmp);
1950 }
1951 1792
1952 op->map=NULL; 1793 op->map = NULL;
1953 op->env=where; 1794 op->env = this;
1954 op->above=NULL; 1795 op->above = NULL;
1955 op->below=NULL; 1796 op->below = NULL;
1956 op->x=0,op->y=0; 1797 op->x = 0, op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1798
1959 /* reset the light list and los of the players on the map */ 1799 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1800 if ((op->glow_radius != 0) && map)
1961 { 1801 {
1962#ifdef DEBUG_LIGHTS 1802#ifdef DEBUG_LIGHTS
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1804#endif /* DEBUG_LIGHTS */
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y);
1967 } 1807 }
1968 1808
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1809 /* Client has no idea of ordering so lets not bother ordering it here.
1970 * It sure simplifies this function... 1810 * It sure simplifies this function...
1971 */ 1811 */
1972 if (where->inv==NULL) 1812 if (!inv)
1973 where->inv=op; 1813 inv = op;
1974 else { 1814 else
1815 {
1975 op->below = where->inv; 1816 op->below = inv;
1976 op->below->above = op; 1817 op->below->above = op;
1977 where->inv = op; 1818 inv = op;
1978 } 1819 }
1820
1979 return op; 1821 return op;
1980} 1822}
1981 1823
1982/* 1824/*
1983 * Checks if any objects has a move_type that matches objects 1825 * Checks if any objects has a move_type that matches objects
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1840 * 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 1841 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1842 * on top.
2001 */ 1843 */
2002 1844
1845int
2003int check_move_on (object *op, object *originator) 1846check_move_on (object *op, object *originator)
2004{ 1847{
2005 object *tmp; 1848 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map; 1849 maptile *m = op->map;
2008 int x=op->x, y=op->y; 1850 int x = op->x, y = op->y;
1851
2009 MoveType move_on, move_slow, move_block; 1852 MoveType move_on, move_slow, move_block;
2010 1853
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1854 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; 1855 return 0;
1856
1857 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1858 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1859 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1860
1861 /* if nothing on this space will slow op down or be applied,
1862 * no need to do checking below. have to make sure move_type
1863 * is set, as lots of objects don't have it set - we treat that
1864 * as walking.
1865 */
1866 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1867 return 0;
1868
1869 /* This is basically inverse logic of that below - basically,
1870 * if the object can avoid the move on or slow move, they do so,
1871 * but can't do it if the alternate movement they are using is
1872 * blocked. Logic on this seems confusing, but does seem correct.
1873 */
1874 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1875 return 0;
1876
1877 /* The objects have to be checked from top to bottom.
1878 * Hence, we first go to the top:
1879 */
1880
1881 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1882 {
1883 /* Trim the search when we find the first other spell effect
1884 * this helps performance so that if a space has 50 spell objects,
1885 * we don't need to check all of them.
1886 */
1887 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1888 break;
1889 }
1890
1891 for (; tmp; tmp = tmp->below)
1892 {
1893 if (tmp == op)
1894 continue; /* Can't apply yourself */
1895
1896 /* Check to see if one of the movement types should be slowed down.
1897 * Second check makes sure that the movement types not being slowed
1898 * (~slow_move) is not blocked on this space - just because the
1899 * space doesn't slow down swimming (for example), if you can't actually
1900 * swim on that space, can't use it to avoid the penalty.
1901 */
1902 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1903 {
1904 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 {
1907
1908 float
1909 diff = tmp->move_slow_penalty * FABS (op->speed);
1910
1911 if (op->type == PLAYER)
1912 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1914 diff /= 4.0;
1915
1916 op->speed_left -= diff;
1917 }
1918 }
1919
1920 /* Basically same logic as above, except now for actual apply. */
1921 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1922 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1923 {
1924 move_apply (tmp, op, originator);
1925
1926 if (op->destroyed ())
1927 return 1;
1928
1929 /* what the person/creature stepped onto has moved the object
1930 * someplace new. Don't process any further - if we did,
1931 * have a feeling strange problems would result.
1932 */
1933 if (op->map != m || op->x != x || op->y != y)
1934 return 0;
1935 }
1936 }
1937
1938 return 0;
2092} 1939}
2093 1940
2094/* 1941/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1942 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1943 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
2098 */ 1945 */
2099 1946
1947object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1948present_arch (const archetype *at, maptile *m, int x, int y)
1949{
2101 object *tmp; 1950 object *
1951 tmp;
1952
2102 if(m==NULL || out_of_map(m,x,y)) { 1953 if (m == NULL || out_of_map (m, x, y))
1954 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1955 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1956 return NULL;
2105 } 1957 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2107 if(tmp->arch == at) 1959 if (tmp->arch == at)
2108 return tmp; 1960 return tmp;
2109 return NULL; 1961 return NULL;
2110} 1962}
2111 1963
2112/* 1964/*
2113 * present(type, map, x, y) searches for any objects with 1965 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1966 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1967 * The first matching object is returned, or NULL if none.
2116 */ 1968 */
2117 1969
1970object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1971present (unsigned char type, maptile *m, int x, int y)
1972{
2119 object *tmp; 1973 object *
1974 tmp;
1975
2120 if(out_of_map(m,x,y)) { 1976 if (out_of_map (m, x, y))
1977 {
2121 LOG(llevError,"Present called outside map.\n"); 1978 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1979 return NULL;
2123 } 1980 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2125 if(tmp->type==type) 1982 if (tmp->type == type)
2126 return tmp; 1983 return tmp;
2127 return NULL; 1984 return NULL;
2128} 1985}
2129 1986
2130/* 1987/*
2131 * present_in_ob(type, object) searches for any objects with 1988 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1989 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
2134 */ 1991 */
2135 1992
1993object *
2136object *present_in_ob(unsigned char type, const object *op) { 1994present_in_ob (unsigned char type, const object *op)
1995{
2137 object *tmp; 1996 object *
1997 tmp;
1998
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 2000 if (tmp->type == type)
2140 return tmp; 2001 return tmp;
2141 return NULL; 2002 return NULL;
2142} 2003}
2143 2004
2144/* 2005/*
2154 * the object name, not the archetype name. this is so that the 2015 * 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 2016 * spell code can use one object type (force), but change it's name
2156 * to be unique. 2017 * to be unique.
2157 */ 2018 */
2158 2019
2020object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 2021present_in_ob_by_name (int type, const char *str, const object *op)
2022{
2160 object *tmp; 2023 object *
2024 tmp;
2161 2025
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 {
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 2029 return tmp;
2165 } 2030 }
2166 return NULL; 2031 return NULL;
2167} 2032}
2168 2033
2169/* 2034/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 2035 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 2036 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
2173 */ 2038 */
2174 2039
2040object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 2041present_arch_in_ob (const archetype *at, const object *op)
2042{
2176 object *tmp; 2043 object *
2044 tmp;
2045
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 2047 if (tmp->arch == at)
2179 return tmp; 2048 return tmp;
2180 return NULL; 2049 return NULL;
2181} 2050}
2182 2051
2183/* 2052/*
2184 * activate recursively a flag on an object inventory 2053 * activate recursively a flag on an object inventory
2185 */ 2054 */
2055void
2186void flag_inv(object*op, int flag){ 2056flag_inv (object *op, int flag)
2057{
2187 object *tmp; 2058 object *
2059 tmp;
2060
2188 if(op->inv) 2061 if (op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 {
2190 SET_FLAG(tmp, flag); 2064 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 2065 flag_inv (tmp, flag);
2192 } 2066 }
2193}/* 2067} /*
2194 * desactivate recursively a flag on an object inventory 2068 * desactivate recursively a flag on an object inventory
2195 */ 2069 */
2070void
2196void unflag_inv(object*op, int flag){ 2071unflag_inv (object *op, int flag)
2072{
2197 object *tmp; 2073 object *
2074 tmp;
2075
2198 if(op->inv) 2076 if (op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 {
2200 CLEAR_FLAG(tmp, flag); 2079 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 2080 unflag_inv (tmp, flag);
2202 } 2081 }
2203} 2082}
2204 2083
2205/* 2084/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively). 2086 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for 2087 * 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. 2088 * him/her-self and all object carried by a call to this function.
2210 */ 2089 */
2211 2090
2091void
2212void set_cheat(object *op) { 2092set_cheat (object *op)
2093{
2213 SET_FLAG(op, FLAG_WAS_WIZ); 2094 SET_FLAG (op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ); 2095 flag_inv (op, FLAG_WAS_WIZ);
2215} 2096}
2216 2097
2217/* 2098/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 2099 * 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 2100 * a spot at the given map and coordinates which will be able to contain
2234 * to know if the space in question will block the object. We can't use 2115 * 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 2116 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 2117 * customized, changed states, etc.
2237 */ 2118 */
2238 2119
2120int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{
2123 int
2124 i,
2240 int i,index=0, flag; 2125 index = 0, flag;
2126 static int
2241 static int altern[SIZEOFFREE]; 2127 altern[SIZEOFFREE];
2242 2128
2243 for(i=start;i<stop;i++) { 2129 for (i = start; i < stop; i++)
2130 {
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2245 if(!flag) 2132 if (!flag)
2246 altern[index++]=i; 2133 altern[index++] = i;
2247 2134
2248 /* Basically, if we find a wall on a space, we cut down the search size. 2135 /* 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. 2136 * 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 - 2137 * 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 2138 * 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 2139 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 2140 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2141 * won't look 2 spaces south of the target space.
2255 */ 2142 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2257 stop=maxfree[i]; 2144 stop = maxfree[i];
2258 } 2145 }
2259 if(!index) return -1; 2146 if (!index)
2147 return -1;
2260 return altern[RANDOM()%index]; 2148 return altern[RANDOM () % index];
2261} 2149}
2262 2150
2263/* 2151/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2152 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2153 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 2154 * 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. 2155 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2156 */
2269 2157
2158int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2159find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{
2161 int
2271 int i; 2162 i;
2163
2272 for(i=0;i<SIZEOFFREE;i++) { 2164 for (i = 0; i < SIZEOFFREE; i++)
2165 {
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2167 return i;
2275 } 2168 }
2276 return -1; 2169 return -1;
2277} 2170}
2278 2171
2279/* 2172/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2173 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2174 * arr[begin..end-1].
2282 */ 2175 */
2176static void
2283static void permute(int *arr, int begin, int end) 2177permute (int *arr, int begin, int end)
2284{ 2178{
2285 int i, j, tmp, len; 2179 int
2180 i,
2181 j,
2182 tmp,
2183 len;
2286 2184
2287 len = end-begin; 2185 len = end - begin;
2288 for(i = begin; i < end; i++) 2186 for (i = begin; i < end; i++)
2289 { 2187 {
2290 j = begin+RANDOM()%len; 2188 j = begin + RANDOM () % len;
2291 2189
2292 tmp = arr[i]; 2190 tmp = arr[i];
2293 arr[i] = arr[j]; 2191 arr[i] = arr[j];
2294 arr[j] = tmp; 2192 arr[j] = tmp;
2295 } 2193 }
2296} 2194}
2297 2195
2298/* new function to make monster searching more efficient, and effective! 2196/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2197 * 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 2198 * 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 2199 * 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 2200 * 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. 2201 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2202 */
2203void
2305void get_search_arr(int *search_arr) 2204get_search_arr (int *search_arr)
2306{ 2205{
2206 int
2307 int i; 2207 i;
2308 2208
2309 for(i = 0; i < SIZEOFFREE; i++) 2209 for (i = 0; i < SIZEOFFREE; i++)
2310 { 2210 {
2311 search_arr[i] = i; 2211 search_arr[i] = i;
2312 } 2212 }
2313 2213
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2214 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2217}
2318 2218
2319/* 2219/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2220 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2221 * given map at the given coordinates for live objects.
2327 * is actually want is going to try and move there. We need this info 2227 * 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 2228 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2229 * there is capable of.
2330 */ 2230 */
2331 2231
2232int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2233find_dir (maptile *m, int x, int y, object *exclude)
2234{
2235 int
2236 i,
2333 int i,max=SIZEOFFREE, mflags; 2237 max = SIZEOFFREE, mflags;
2238
2334 sint16 nx, ny; 2239 sint16 nx, ny;
2335 object *tmp; 2240 object *
2336 mapstruct *mp; 2241 tmp;
2242 maptile *
2243 mp;
2244
2337 MoveType blocked, move_type; 2245 MoveType blocked, move_type;
2338 2246
2339 if (exclude && exclude->head) { 2247 if (exclude && exclude->head)
2248 {
2340 exclude = exclude->head; 2249 exclude = exclude->head;
2341 move_type = exclude->move_type; 2250 move_type = exclude->move_type;
2342 } else { 2251 }
2252 else
2253 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2254 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2255 move_type = MOVE_ALL;
2256 }
2257
2258 for (i = 1; i < max; i++)
2345 } 2259 {
2346 2260 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2261 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2262 ny = y + freearr_y[i];
2351 2263
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2353 if (mflags & P_OUT_OF_MAP) { 2265 if (mflags & P_OUT_OF_MAP)
2266 {
2354 max = maxfree[i]; 2267 max = maxfree[i];
2355 } else { 2268 }
2269 else
2270 {
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2357 2272
2358 if ((move_type & blocked) == move_type) { 2273 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2274 {
2275 max = maxfree[i];
2276 }
2360 } else if (mflags & P_IS_ALIVE) { 2277 else if (mflags & P_IS_ALIVE)
2278 {
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2280 {
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2364 break; 2282 {
2365 } 2283 break;
2366 } 2284 }
2367 if(tmp) { 2285 }
2368 return freedir[i]; 2286 if (tmp)
2369 } 2287 {
2288 return freedir[i];
2289 }
2290 }
2291 }
2370 } 2292 }
2371 }
2372 }
2373 return 0; 2293 return 0;
2374} 2294}
2375 2295
2376/* 2296/*
2377 * distance(object 1, object 2) will return the square of the 2297 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2298 * distance between the two given objects.
2379 */ 2299 */
2380 2300
2301int
2381int distance(const object *ob1, const object *ob2) { 2302distance (const object *ob1, const object *ob2)
2303{
2382 int i; 2304 int
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2305 i;
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2385 return i; 2308 return i;
2386} 2309}
2387 2310
2388/* 2311/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2312 * 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 2313 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2314 * object, needs to travel toward it.
2392 */ 2315 */
2393 2316
2317int
2394int find_dir_2(int x, int y) { 2318find_dir_2 (int x, int y)
2319{
2395 int q; 2320 int
2321 q;
2396 2322
2397 if(y) 2323 if (y)
2398 q=x*100/y; 2324 q = x * 100 / y;
2399 else if (x) 2325 else if (x)
2400 q= -300*x; 2326 q = -300 * x;
2401 else 2327 else
2402 return 0; 2328 return 0;
2403 2329
2404 if(y>0) { 2330 if (y > 0)
2331 {
2405 if(q < -242) 2332 if (q < -242)
2406 return 3 ; 2333 return 3;
2407 if (q < -41) 2334 if (q < -41)
2408 return 2 ; 2335 return 2;
2409 if (q < 41) 2336 if (q < 41)
2410 return 1 ; 2337 return 1;
2411 if (q < 242) 2338 if (q < 242)
2412 return 8 ; 2339 return 8;
2413 return 7 ; 2340 return 7;
2414 } 2341 }
2415 2342
2416 if (q < -242) 2343 if (q < -242)
2417 return 7 ; 2344 return 7;
2418 if (q < -41) 2345 if (q < -41)
2419 return 6 ; 2346 return 6;
2420 if (q < 41) 2347 if (q < 41)
2421 return 5 ; 2348 return 5;
2422 if (q < 242) 2349 if (q < 242)
2423 return 4 ; 2350 return 4;
2424 2351
2425 return 3 ; 2352 return 3;
2426} 2353}
2427 2354
2428/* 2355/*
2429 * absdir(int): Returns a number between 1 and 8, which represent 2356 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of 2357 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction). 2358 * "overflow" in previous calculations of a direction).
2432 */ 2359 */
2433 2360
2361int
2434int absdir(int d) { 2362absdir (int d)
2435 while(d<1) d+=8; 2363{
2436 while(d>8) d-=8; 2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2437 return d; 2368 return d;
2438} 2369}
2439 2370
2440/* 2371/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2373 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2374 */
2444 2375
2376int
2445int dirdiff(int dir1, int dir2) { 2377dirdiff (int dir1, int dir2)
2378{
2446 int d; 2379 int
2380 d;
2381
2447 d = abs(dir1 - dir2); 2382 d = abs (dir1 - dir2);
2448 if(d>4) 2383 if (d > 4)
2449 d = 8 - d; 2384 d = 8 - d;
2450 return d; 2385 return d;
2451} 2386}
2452 2387
2453/* peterm: 2388/* peterm:
2458 * direction 4, 14, or 16 to get back to where we are. 2393 * 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 2394 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2395 * functions.
2461 */ 2396 */
2462 2397
2398int
2463int reduction_dir[SIZEOFFREE][3] = { 2399 reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2400 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2401 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2402 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2403 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2404 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2405 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2406 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2407 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2408 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2409 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2410 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2411 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2412 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2413 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2414 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2415 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2416 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2417 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2418 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2419 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2420 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2421 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2422 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2423 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2424 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2425 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2426 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2427 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2428 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2429 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2430 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2431 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2432 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2433 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2434 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2435 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2436 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2437 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2438 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2439 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2440 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2441 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2442 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2443 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2444 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2445 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2446 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2447 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2448 {24, 9, -1}
2449}; /* 48 */
2513 2450
2514/* Recursive routine to step back and see if we can 2451/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2452 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2453 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2454 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2455 * Modified to be map tile aware -.MSW
2519 */ 2456 */
2520
2521 2457
2458
2459int
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2460can_see_monsterP (maptile *m, int x, int y, int dir)
2461{
2523 sint16 dx, dy; 2462 sint16 dx, dy;
2463 int
2524 int mflags; 2464 mflags;
2525 2465
2466 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2467 return 0; /* exit condition: invalid direction */
2527 2468
2528 dx = x + freearr_x[dir]; 2469 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2470 dy = y + freearr_y[dir];
2530 2471
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2472 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2473
2533 /* This functional arguably was incorrect before - it was 2474 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2475 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2476 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2477 * 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 2478 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2479 * at least its move type.
2539 */ 2480 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2481 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2482 return 0;
2541 2483
2542 /* yes, can see. */ 2484 /* yes, can see. */
2543 if(dir < 9) return 1; 2485 if (dir < 9)
2486 return 1;
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2488 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2547} 2489}
2548 2490
2549 2491
2550 2492
2551/* 2493/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2494 * 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 2495 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2496 * picked up, otherwise 0.
2555 * 2497 *
2557 * core dumps if they do. 2499 * core dumps if they do.
2558 * 2500 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2501 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2502 */
2561 2503
2504int
2562int can_pick(const object *who, const object *item) { 2505can_pick (const object *who, const object *item)
2506{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2509 !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} 2510}
2568 2511
2569 2512
2570/* 2513/*
2571 * create clone from object to another 2514 * create clone from object to another
2572 */ 2515 */
2516object *
2573object *object_create_clone (object *asrc) { 2517object_create_clone (object *asrc)
2518{
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2519 object *dst = 0, *tmp, *src, *part, *prev, *item;
2575 2520
2576 if(!asrc) return NULL; 2521 if (!asrc)
2522 return 0;
2523
2577 src = asrc; 2524 src = asrc;
2578 if(src->head) 2525 if (src->head)
2579 src = src->head; 2526 src = src->head;
2580 2527
2581 prev = NULL; 2528 prev = 0;
2582 for(part = src; part; part = part->more) { 2529 for (part = src; part; part = part->more)
2583 tmp = get_object(); 2530 {
2584 copy_object(part,tmp); 2531 tmp = part->clone ();
2585 tmp->x -= src->x; 2532 tmp->x -= src->x;
2586 tmp->y -= src->y; 2533 tmp->y -= src->y;
2534
2587 if(!part->head) { 2535 if (!part->head)
2536 {
2588 dst = tmp; 2537 dst = tmp;
2589 tmp->head = NULL; 2538 tmp->head = 0;
2539 }
2590 } else { 2540 else
2541 {
2591 tmp->head = dst; 2542 tmp->head = dst;
2592 } 2543 }
2544
2593 tmp->more = NULL; 2545 tmp->more = 0;
2546
2594 if(prev) 2547 if (prev)
2595 prev->more = tmp; 2548 prev->more = tmp;
2549
2596 prev = tmp; 2550 prev = tmp;
2597 } 2551 }
2598 /*** copy inventory ***/ 2552
2599 for(item = src->inv; item; item = item->below) { 2553 for (item = src->inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2554 insert_ob_in_ob (object_create_clone (item), dst);
2601 }
2602 2555
2603 return dst; 2556 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} 2557}
2613 2558
2614/* GROS - Creates an object using a string representing its content. */ 2559/* 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 */ 2560/* 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, */ 2561/* 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. */ 2562/* 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. */ 2563/* Remember not to use load_object_str in a time-critical situation. */
2619/* Also remember that multiparts objects are not supported for now. */ 2564/* Also remember that multiparts objects are not supported for now. */
2620 2565
2566object *
2621object* load_object_str(const char *obstr) 2567load_object_str (const char *obstr)
2622{ 2568{
2623 object *op; 2569 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF]; 2570 char filename[MAX_BUF];
2571
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2627 tempfile=fopen(filename,"w"); 2574 FILE *tempfile = fopen (filename, "w");
2575
2628 if (tempfile == NULL) 2576 if (tempfile == NULL)
2629 { 2577 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n"); 2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2631 return NULL; 2579 return NULL;
2632 }; 2580 }
2581
2633 fprintf(tempfile,obstr); 2582 fprintf (tempfile, obstr);
2634 fclose(tempfile); 2583 fclose (tempfile);
2635 2584
2636 op=get_object(); 2585 op = object::create ();
2637 2586
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; 2587 object_thawer thawer (filename);
2645 load_object(tempfile,thawer,op,LO_NEWFILE,0); 2588
2589 if (thawer)
2590 load_object (thawer, op, 0);
2591
2646 LOG(llevDebug," load str completed, object=%s\n",op->name); 2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2647 CLEAR_FLAG(op,FLAG_REMOVED); 2593 CLEAR_FLAG (op, FLAG_REMOVED);
2648 fclose(tempfile); 2594
2649 return op; 2595 return op;
2650} 2596}
2651 2597
2652/* This returns the first object in who's inventory that 2598/* This returns the first object in who's inventory that
2653 * has the same type and subtype match. 2599 * has the same type and subtype match.
2654 * returns NULL if no match. 2600 * returns NULL if no match.
2655 */ 2601 */
2602object *
2656object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2603find_obj_by_type_subtype (const object *who, int type, int subtype)
2657{ 2604{
2658 object *tmp; 2605 object *tmp;
2659 2606
2660 for (tmp=who->inv; tmp; tmp=tmp->below) 2607 for (tmp = who->inv; tmp; tmp = tmp->below)
2661 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2608 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp;
2662 2610
2663 return NULL; 2611 return NULL;
2664} 2612}
2665 2613
2666/* If ob has a field named key, return the link from the list, 2614/* If ob has a field named key, return the link from the list,
2667 * otherwise return NULL. 2615 * otherwise return NULL.
2668 * 2616 *
2669 * key must be a passed in shared string - otherwise, this won't 2617 * key must be a passed in shared string - otherwise, this won't
2670 * do the desired thing. 2618 * do the desired thing.
2671 */ 2619 */
2620key_value *
2672key_value * get_ob_key_link(const object * ob, const char * key) { 2621get_ob_key_link (const object *ob, const char *key)
2622{
2673 key_value * link; 2623 key_value *link;
2674 2624
2675 for (link = ob->key_values; link != NULL; link = link->next) { 2625 for (link = ob->key_values; link != NULL; link = link->next)
2676 if (link->key == key) { 2626 if (link->key == key)
2677 return link; 2627 return link;
2678 } 2628
2679 }
2680
2681 return NULL; 2629 return NULL;
2682} 2630}
2683 2631
2684/* 2632/*
2685 * Returns the value of op has an extra_field for key, or NULL. 2633 * Returns the value of op has an extra_field for key, or NULL.
2686 * 2634 *
2687 * The argument doesn't need to be a shared string. 2635 * The argument doesn't need to be a shared string.
2688 * 2636 *
2689 * The returned string is shared. 2637 * The returned string is shared.
2690 */ 2638 */
2639const char *
2691const char * get_ob_key_value(const object * op, const char * const key) { 2640get_ob_key_value (const object *op, const char *const key)
2641{
2692 key_value * link; 2642 key_value *link;
2693 const char * canonical_key; 2643 shstr_cmp canonical_key (key);
2644
2645 if (!canonical_key)
2694 2646 {
2695 canonical_key = find_string(key);
2696
2697 if (canonical_key == NULL) {
2698 /* 1. There being a field named key on any object 2647 /* 1. There being a field named key on any object
2699 * implies there'd be a shared string to find. 2648 * implies there'd be a shared string to find.
2700 * 2. Since there isn't, no object has this field. 2649 * 2. Since there isn't, no object has this field.
2701 * 3. Therefore, *this* object doesn't have this field. 2650 * 3. Therefore, *this* object doesn't have this field.
2702 */ 2651 */
2703 return NULL; 2652 return 0;
2704 } 2653 }
2705 2654
2706 /* This is copied from get_ob_key_link() above - 2655 /* This is copied from get_ob_key_link() above -
2707 * only 4 lines, and saves the function call overhead. 2656 * only 4 lines, and saves the function call overhead.
2708 */ 2657 */
2709 for (link = op->key_values; link != NULL; link = link->next) { 2658 for (link = op->key_values; link; link = link->next)
2710 if (link->key == canonical_key) { 2659 if (link->key == canonical_key)
2711 return link->value; 2660 return link->value;
2712 } 2661
2713 } 2662 return 0;
2714 return NULL;
2715} 2663}
2716 2664
2717 2665
2718/* 2666/*
2719 * Updates the canonical_key in op to value. 2667 * 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 2671 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2724 * keys. 2672 * keys.
2725 * 2673 *
2726 * Returns TRUE on success. 2674 * Returns TRUE on success.
2727 */ 2675 */
2676int
2728int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{
2679 key_value *
2729 key_value * field = NULL, *last=NULL; 2680 field = NULL, *last = NULL;
2730 2681
2731 for (field=op->key_values; field != NULL; field=field->next) { 2682 for (field = op->key_values; field != NULL; field = field->next)
2732 if (field->key != canonical_key) {
2733 last = field;
2734 continue;
2735 }
2736 2683 {
2737 if (field->value) FREE_AND_CLEAR_STR(field->value); 2684 if (field->key != canonical_key)
2738 if (value) 2685 {
2739 field->value = add_string(value); 2686 last = field;
2740 else { 2687 continue;
2688 }
2689
2690 if (value)
2691 field->value = value;
2692 else
2693 {
2741 /* Basically, if the archetype has this key set, 2694 /* Basically, if the archetype has this key set,
2742 * we need to store the null value so when we save 2695 * we need to store the null value so when we save
2743 * it, we save the empty value so that when we load, 2696 * it, we save the empty value so that when we load,
2744 * we get this value back again. 2697 * we get this value back again.
2745 */ 2698 */
2746 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2699 if (get_ob_key_link (&op->arch->clone, canonical_key))
2747 field->value = NULL; 2700 field->value = 0;
2748 else { 2701 else
2749 /* Delete this link */ 2702 {
2750 if (field->key) FREE_AND_CLEAR_STR(field->key); 2703 if (last)
2751 if (field->value) FREE_AND_CLEAR_STR(field->value); 2704 last->next = field->next;
2752 if (last) last->next = field->next; 2705 else
2753 else op->key_values = field->next; 2706 op->key_values = field->next;
2754 free(field); 2707
2755 } 2708 delete field;
2756 } 2709 }
2710 }
2757 return TRUE; 2711 return TRUE;
2758 } 2712 }
2759 /* IF we get here, key doesn't exist */ 2713 /* IF we get here, key doesn't exist */
2760 2714
2761 /* No field, we'll have to add it. */ 2715 /* No field, we'll have to add it. */
2716
2717 if (!add_key)
2762 2718 {
2763 if (!add_key) {
2764 return FALSE; 2719 return FALSE;
2765 } 2720 }
2766 /* There isn't any good reason to store a null 2721 /* There isn't any good reason to store a null
2767 * value in the key/value list. If the archetype has 2722 * value in the key/value list. If the archetype has
2768 * this key, then we should also have it, so shouldn't 2723 * this key, then we should also have it, so shouldn't
2769 * be here. If user wants to store empty strings, 2724 * be here. If user wants to store empty strings,
2770 * should pass in "" 2725 * should pass in ""
2771 */ 2726 */
2772 if (value == NULL) return TRUE; 2727 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; 2728 return TRUE;
2729
2730 field = new key_value;
2731
2732 field->key = canonical_key;
2733 field->value = value;
2734 /* Usual prepend-addition. */
2735 field->next = op->key_values;
2736 op->key_values = field;
2737
2738 return TRUE;
2783} 2739}
2784 2740
2785/* 2741/*
2786 * Updates the key in op to value. 2742 * Updates the key in op to value.
2787 * 2743 *
2789 * and not add new ones. 2745 * and not add new ones.
2790 * In general, should be little reason FALSE is ever passed in for add_key 2746 * In general, should be little reason FALSE is ever passed in for add_key
2791 * 2747 *
2792 * Returns TRUE on success. 2748 * Returns TRUE on success.
2793 */ 2749 */
2750int
2794int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2751set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2795 const char * canonical_key = NULL; 2752{
2796 int floating_ref = FALSE; 2753 shstr key_ (key);
2797 int ret; 2754
2755 return set_ob_key_value_s (op, key_, value, add_key);
2756}
2757
2758object::depth_iterator::depth_iterator (object *container)
2759: iterator_base (container)
2760{
2761 while (item->inv)
2762 item = item->inv;
2763}
2764
2765void
2766object::depth_iterator::next ()
2767{
2768 if (item->below)
2798 2769 {
2799 /* HACK This mess is to make sure set_ob_value() passes a shared string 2770 item = item->below;
2800 * to get_ob_key_link(), without leaving a leaked refcount. 2771
2801 */ 2772 while (item->inv)
2773 item = item->inv;
2802 2774 }
2803 canonical_key = find_string(key); 2775 else
2804 if (canonical_key == NULL) { 2776 item = item->env;
2805 canonical_key = add_string(key);
2806 floating_ref = TRUE;
2807 }
2808
2809 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2810
2811 if (floating_ref) {
2812 free_string(canonical_key);
2813 }
2814
2815 return ret;
2816} 2777}
2778
2779// return a suitable string describing an objetc in enough detail to find it
2780const char *
2781object::debug_desc (char *info) const
2782{
2783 char info2[256 * 3];
2784 char *p = info;
2785
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2787 count,
2788 &name,
2789 title ? " " : "",
2790 title ? (const char *)title : "");
2791
2792 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794
2795 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2797
2798 return info;
2799}
2800
2801const char *
2802object::debug_desc () const
2803{
2804 static char info[256 * 3];
2805 return debug_desc (info);
2806}
2807

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