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Comparing deliantra/server/common/object.C (file contents):
Revision 1.7 by root, Tue Aug 29 05:03:54 2006 UTC vs.
Revision 1.50 by root, Sat Sep 16 22:40:22 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.7 2006/08/29 05:03:54 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: %lld\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
379void
285void dump_object2(object *op) { 380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
286 char *cp; 386 char *cp;
387
287/* object *tmp;*/ 388/* object *tmp;*/
288 389
289 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
290 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
292 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
294 strcat(errmsg,cp); 396 strcat (errmsg, cp);
295#if 0 397# if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer. 399 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer. 401 * also overflow the buffer.
300 */ 402 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
302 strcat(errmsg,cp); 404 strcat (errmsg, cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
304 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
305#endif 426#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} 427}
321 428
322/* 429/*
323 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
324 */ 431 */
325 432
433void
326void dump_object(object *op) { 434dump_object (object *op)
435{
327 if(op==NULL) { 436 if (op == NULL)
437 {
328 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
329 return; 439 return;
330 } 440 }
331 errmsg[0]='\0'; 441 errmsg[0] = '\0';
332 dump_object2(op); 442 dump_object2 (op);
333} 443}
334 444
335/* GROS - Dumps an object. Return the result into a string */ 445void
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{
340 char *cp;
341
342 if(op==NULL)
343 {
344 strcpy(outstr,"[NULL pointer]");
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) { 446dump_all_objects (void)
447{
376 object *op; 448 object *op;
449
377 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
378 dump_object(op); 452 dump_object (op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %s\n", errmsg);
380 } 454 }
381} 455}
382 456
383/* 457/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
387 */ 461 */
388 462
463object *
389object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
390 object *tmp,*closest; 466 object *tmp, *closest;
391 int last_dist,i; 467 int last_dist, i;
468
392 if(op->more==NULL) 469 if (op->more == NULL)
393 return op; 470 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
397 return closest; 474 return closest;
398} 475}
399 476
400/* 477/*
401 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
402 */ 479 */
403 480
481object *
404object *find_object(tag_t i) { 482find_object (tag_t i)
483{
405 object *op; 484 object *op;
485
406 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
407 if(op->count==i) 487 if (op->count == i)
408 break; 488 break;
489
409 return op; 490 return op;
410} 491}
411 492
412/* 493/*
413 * Returns the first object which has a name equal to the argument. 494 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 495 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 496 * Enables features like "patch <name-of-other-player> food 999"
416 */ 497 */
417 498
499object *
418object *find_object_name(const char *str) { 500find_object_name (const char *str)
419 const char *name=add_string(str); 501{
502 shstr_cmp str_ (str);
420 object *op; 503 object *op;
504
421 for(op=objects;op!=NULL;op=op->next) 505 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 506 if (op->name == str_)
423 break; 507 break;
424 free_string(name); 508
425 return op; 509 return op;
426} 510}
427 511
512void
428void free_all_object_data(void) { 513free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 514{
470 if (!op) return; 515 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 516}
478
479
480 517
481/* 518/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 519 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 520 * skill and experience objects.
484 */ 521 */
485void set_owner (object *op, object *owner) 522void
523object::set_owner (object *owner)
486{ 524{
487 if(owner==NULL||op==NULL) 525 if (!owner)
488 return; 526 return;
489 527
490 /* next line added to allow objects which own objects */ 528 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 529 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 530 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 531 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 532 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid. 533 * didn't match, this check is valid and I believe that cause is valid.
496 */ 534 */
497 while (owner->owner && owner!=owner->owner && 535 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 536 owner = owner->owner;
499 537
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 538 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 clear_object(op);
552} 539}
553 540
554/* Zero the key_values on op, decrementing the shared-string 541/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 542 * refcounts and freeing the links.
556 */ 543 */
544static void
557static void free_key_values(object * op) { 545free_key_values (object *op)
558 key_value * i; 546{
559 key_value * next = NULL; 547 for (key_value *i = op->key_values; i != 0;)
560 548 {
561 if (op->key_values == NULL) return; 549 key_value *next = i->next;
550 delete i;
551
552 i = next;
562 553 }
563 for (i = op->key_values; i != NULL; i = next) { 554
564 /* Store next *first*. */
565 next = i->next;
566
567 if (i->key) FREE_AND_CLEAR_STR(i->key);
568 if (i->value) FREE_AND_CLEAR_STR(i->value);
569 i->next = NULL;
570 free(i);
571 }
572
573 op->key_values = NULL; 555 op->key_values = 0;
574} 556}
575 557
558void object::clear ()
559{
560 attachable_base::clear ();
576 561
577/*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582void clear_object(object *op) {
583 op->clear ();
584
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op); 562 free_key_values (this);
605 563
606 /* the memset will clear all these values for us, but we need 564 owner = 0;
607 * to reduce the refcount on them. 565 name = 0;
608 */ 566 name_pl = 0;
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 567 title = 0;
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 568 race = 0;
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 569 slaying = 0;
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 570 skill = 0;
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 571 msg = 0;
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 572 lore = 0;
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 573 custom_name = 0;
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 574 materialname = 0;
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 575 contr = 0;
576 below = 0;
577 above = 0;
578 inv = 0;
579 container = 0;
580 env = 0;
581 more = 0;
582 head = 0;
583 map = 0;
584 active_next = 0;
585 active_prev = 0;
618 586
587 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
619 588
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED); 589 SET_FLAG (this, FLAG_REMOVED);
626 590
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */ 591 /* What is not cleared is next, prev, and count */
642 592
643 op->expmul=1.0; 593 expmul = 1.0;
644 op->face = blank_face; 594 face = blank_face;
645 op->attacked_by_count = (tag_t) -1; 595
646 if (settings.casting_time) 596 if (settings.casting_time)
647 op->casting_time = -1; 597 casting_time = -1;
598}
648 599
600void object::clone (object *destination)
601{
602 *(object_copy *)destination = *this;
603 *(object_pod *)destination = *this;
604
605 if (self || cb)
606 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
649} 607}
650 608
651/* 609/*
652 * copy object first frees everything allocated by the second object, 610 * copy object first frees everything allocated by the second object,
653 * and then copies the contends of the first object into the second 611 * and then copies the contends of the first object into the second
654 * object, allocating what needs to be allocated. Basically, any 612 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 613 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
656 * if the first object is freed, the pointers in the new object 614 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 615 * will point at garbage.
658 */ 616 */
659 617void
660void copy_object(object *op2, object *op) { 618copy_object (object *op2, object *op)
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 619{
662 event *evt, *evt2, *evt_new; 620 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
621 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
663 622
664 op->clear ();
665
666 /* Decrement the refcounts, but don't bother zeroing the fields;
667 they'll be overwritten by memcpy. */
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678
679 /* Basically, same code as from clear_object() */
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op); 623 op2->clone (op);
695 624
696 if(is_freed) SET_FLAG(op,FLAG_FREED); 625 if (is_freed)
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 626 SET_FLAG (op, FLAG_FREED);
698 if(op->name!=NULL) add_refcount(op->name); 627 if (is_removed)
699 if(op->name_pl!=NULL) add_refcount(op->name_pl); 628 SET_FLAG (op, FLAG_REMOVED);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708 629
709 if((op2->speed<0) && !editor) 630 if (op2->speed < 0)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 631 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
711 632
712 /* Copy over event information */
713 evt2 = NULL;
714 for (evt = op2->events; evt; evt=evt->next) {
715 evt_new = (event *) malloc(sizeof(event));
716 memcpy(evt_new, evt, sizeof(event));
717 if (evt_new->hook) add_refcount(evt_new->hook);
718 if (evt_new->plugin) add_refcount(evt_new->plugin);
719 if (evt_new->options) add_refcount(evt_new->options);
720 evt_new->next = NULL;
721
722 /* Try to be a little clever here, and store away the
723 * last event we copied, so that its simpler to update the
724 * pointer.
725 */
726 if (evt2)
727 evt2->next = evt_new;
728 else
729 op->events = evt_new;
730
731 evt2 = evt_new;
732 }
733 /* Copy over key_values, if any. */ 633 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 634 if (op2->key_values)
735 key_value * tail = NULL; 635 {
636 key_value *tail = 0;
736 key_value * i; 637 key_value *i;
737 638
738 op->key_values = NULL; 639 op->key_values = 0;
739 640
740 for (i = op2->key_values; i != NULL; i = i->next) { 641 for (i = op2->key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 642 {
643 key_value *new_link = new key_value;
742 644
743 new_link->next = NULL; 645 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 646 new_link->key = i->key;
745 if (i->value) 647 new_link->value = i->value;
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749 648
750 /* Try and be clever here, too. */ 649 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 650 if (!op->key_values)
651 {
752 op->key_values = new_link; 652 op->key_values = new_link;
753 tail = new_link; 653 tail = new_link;
754 } else { 654 }
755 tail->next = new_link; 655 else
756 tail = new_link; 656 {
657 tail->next = new_link;
658 tail = new_link;
659 }
660 }
757 } 661 }
758 }
759 }
760 662
761 update_ob_speed(op); 663 update_ob_speed (op);
762}
763
764/*
765 * expand_objects() allocates more objects for the list of unused objects.
766 * It is called from get_object() if the unused list is empty.
767 */
768
769void expand_objects(void) {
770 int i;
771 object *obj;
772 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
773
774 if(obj==NULL)
775 fatal(OUT_OF_MEMORY);
776 free_objects=obj;
777 obj[0].prev=NULL;
778 obj[0].next= &obj[1],
779 SET_FLAG(&(obj[0]), FLAG_REMOVED);
780 SET_FLAG(&(obj[0]), FLAG_FREED);
781
782 for(i=1;i<OBJ_EXPAND-1;i++) {
783 obj[i].next= &obj[i+1],
784 obj[i].prev= &obj[i-1],
785 SET_FLAG(&(obj[i]), FLAG_REMOVED);
786 SET_FLAG(&(obj[i]), FLAG_FREED);
787 }
788 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789 obj[OBJ_EXPAND-1].next=NULL,
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792
793 nrofallocobjects += OBJ_EXPAND;
794 nroffreeobjects += OBJ_EXPAND;
795}
796
797/*
798 * get_object() grabs an object from the list of unused objects, makes
799 * sure it is initialised, and returns it.
800 * If there are no free objects, expand_objects() is called to get more.
801 */
802
803object *get_object(void) {
804 object *op;
805
806 if(free_objects==NULL) {
807 expand_objects();
808 }
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */
815 op = realloc(op, sizeof(object));
816 SET_FLAG(op, FLAG_REMOVED);
817 SET_FLAG(op, FLAG_FREED);
818#endif
819
820 if(!QUERY_FLAG(op,FLAG_FREED)) {
821 LOG(llevError,"Fatal: Getting busy object.\n");
822 }
823 free_objects=op->next;
824 if(free_objects!=NULL)
825 free_objects->prev=NULL;
826 op->count= ++ob_count;
827 op->name=NULL;
828 op->name_pl=NULL;
829 op->title=NULL;
830 op->race=NULL;
831 op->slaying=NULL;
832 op->skill = NULL;
833 op->lore=NULL;
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op;
847} 664}
848 665
849/* 666/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 667 * If an object with the IS_TURNABLE() flag needs to be turned due
851 * to the closest player being on the other side, this function can 668 * to the closest player being on the other side, this function can
852 * be called to update the face variable, _and_ how it looks on the map. 669 * be called to update the face variable, _and_ how it looks on the map.
853 */ 670 */
854 671
672void
855void update_turn_face(object *op) { 673update_turn_face (object *op)
674{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 675 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 676 return;
858 SET_ANIMATION(op, op->direction); 677 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 678 update_object (op, UP_OBJ_FACE);
860} 679}
861 680
862/* 681/*
863 * Updates the speed of an object. If the speed changes from 0 to another 682 * Updates the speed of an object. If the speed changes from 0 to another
864 * value, or vice versa, then add/remove the object from the active list. 683 * value, or vice versa, then add/remove the object from the active list.
865 * This function needs to be called whenever the speed of an object changes. 684 * This function needs to be called whenever the speed of an object changes.
866 */ 685 */
867 686void
868void update_ob_speed(object *op) { 687update_ob_speed (object *op)
688{
869 extern int arch_init; 689 extern int arch_init;
870 690
871 /* No reason putting the archetypes objects on the speed list, 691 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 692 * since they never really need to be updated.
873 */ 693 */
874 694
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 695 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
696 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 698#ifdef MANY_CORES
878 abort(); 699 abort ();
879#else 700#else
880 op->speed = 0; 701 op->speed = 0;
881#endif 702#endif
882 } 703 }
704
883 if (arch_init) { 705 if (arch_init)
884 return;
885 }
886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 /* If already on active list, don't do anything */
888 if (op->active_next || op->active_prev || op==active_objects)
889 return; 706 return;
890 707
708 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
709 {
710 /* If already on active list, don't do anything */
711 if (op->active_next || op->active_prev || op == active_objects)
712 return;
713
891 /* process_events() expects us to insert the object at the beginning 714 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 715 * of the list. */
893 op->active_next = active_objects; 716 op->active_next = active_objects;
717
894 if (op->active_next!=NULL) 718 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 719 op->active_next->active_prev = op;
720
896 active_objects = op; 721 active_objects = op;
722 }
723 else
897 } 724 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 725 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 726 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 727 return;
902 728
903 if (op->active_prev==NULL) { 729 if (op->active_prev == NULL)
730 {
904 active_objects = op->active_next; 731 active_objects = op->active_next;
732
905 if (op->active_next!=NULL) 733 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 734 op->active_next->active_prev = NULL;
907 } 735 }
908 else { 736 else
737 {
909 op->active_prev->active_next = op->active_next; 738 op->active_prev->active_next = op->active_next;
739
910 if (op->active_next) 740 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 741 op->active_next->active_prev = op->active_prev;
912 } 742 }
743
913 op->active_next = NULL; 744 op->active_next = NULL;
914 op->active_prev = NULL; 745 op->active_prev = NULL;
915 } 746 }
916} 747}
917 748
918/* This function removes object 'op' from the list of active 749/* This function removes object 'op' from the list of active
919 * objects. 750 * objects.
921 * reference maps where you don't want an object that isn't 752 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 753 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 754 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 755 * will do the right thing based on the speed of the object.
925 */ 756 */
757void
926void remove_from_active_list(object *op) 758remove_from_active_list (object *op)
927{ 759{
928 /* If not on the active list, nothing needs to be done */ 760 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 761 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 762 return;
931 763
932 if (op->active_prev==NULL) { 764 if (op->active_prev == NULL)
765 {
933 active_objects = op->active_next; 766 active_objects = op->active_next;
934 if (op->active_next!=NULL) 767 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 768 op->active_next->active_prev = NULL;
769 }
770 else
936 } 771 {
937 else {
938 op->active_prev->active_next = op->active_next; 772 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 773 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 774 op->active_next->active_prev = op->active_prev;
941 } 775 }
942 op->active_next = NULL; 776 op->active_next = NULL;
943 op->active_prev = NULL; 777 op->active_prev = NULL;
944} 778}
945 779
946/* 780/*
947 * update_object() updates the array which represents the map. 781 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered 782 * It takes into account invisible objects (and represent squares covered
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 797 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
964 * as that is easier than trying to look at what may have changed. 798 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 799 * UP_OBJ_FACE: only the objects face has changed.
966 */ 800 */
967 801
802void
968void update_object(object *op, int action) { 803update_object (object *op, int action)
804{
969 int update_now=0, flags; 805 int update_now = 0, flags;
970 MoveType move_on, move_off, move_block, move_slow; 806 MoveType move_on, move_off, move_block, move_slow;
971 807
972 if (op == NULL) { 808 if (op == NULL)
809 {
973 /* this should never happen */ 810 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 811 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 812 return;
976 }
977 813 }
814
978 if(op->env!=NULL) { 815 if (op->env != NULL)
816 {
979 /* Animation is currently handled by client, so nothing 817 /* Animation is currently handled by client, so nothing
980 * to do in this case. 818 * to do in this case.
981 */ 819 */
982 return; 820 return;
983 } 821 }
984 822
985 /* If the map is saving, don't do anything as everything is 823 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 824 * going to get freed anyways.
987 */ 825 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 826 if (!op->map || op->map->in_memory == MAP_SAVING)
989 827 return;
828
990 /* make sure the object is within map boundaries */ 829 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 830 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 831 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 832 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 833#ifdef MANY_CORES
995 abort(); 834 abort ();
996#endif 835#endif
997 return; 836 return;
998 }
999 837 }
838
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 839 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 840 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 841 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 842 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 843 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 844 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1006 845
1007 if (action == UP_OBJ_INSERT) { 846 if (action == UP_OBJ_INSERT)
847 {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 848 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1; 849 update_now = 1;
1010 850
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 851 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1; 852 update_now = 1;
1013 853
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 854 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1; 855 update_now = 1;
1016 856
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 857 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1; 858 update_now = 1;
1019 859
860 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
861 update_now = 1;
862
1020 if ((move_on | op->move_on) != move_on) update_now=1; 863 if ((move_on | op->move_on) != move_on)
864 update_now = 1;
865
1021 if ((move_off | op->move_off) != move_off) update_now=1; 866 if ((move_off | op->move_off) != move_off)
867 update_now = 1;
868
1022 /* This isn't perfect, but I don't expect a lot of objects to 869 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 870 * to have move_allow right now.
1024 */ 871 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 872 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1; 873 update_now = 1;
874
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 875 if ((move_slow | op->move_slow) != move_slow)
876 update_now = 1;
1028 } 877 }
1029 /* if the object is being removed, we can't make intelligent 878 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 879 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 880 * that is being removed.
1032 */ 881 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 882 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 883 update_now = 1;
1035 } else if (action == UP_OBJ_FACE) { 884 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 885 /* Nothing to do for that case */ ;
1037 }
1038 else { 886 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 887 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 888
1042 if (update_now) { 889 if (update_now)
890 {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 891 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y); 892 update_position (op->map, op->x, op->y);
1045 } 893 }
1046 894
1047 if(op->more!=NULL) 895 if (op->more != NULL)
1048 update_object(op->more, action); 896 update_object (op->more, action);
1049} 897}
1050 898
899object::vector object::mortals;
900object::vector object::objects; // not yet used
901object *object::first;
902
903void object::free_mortals ()
904{
905 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
906 if ((*i)->refcnt)
907 ++i; // further delay freeing
908 else
909 {
910 delete *i;
911 mortals.erase (i);
912 }
913
914 static int lastmortals = 0;//D
915
916 if (mortals.size() != lastmortals)//D
917 {
918 lastmortals = mortals.size ();//D
919 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
920 }
921}
922
923object::object ()
924{
925 SET_FLAG (this, FLAG_REMOVED);
926
927 expmul = 1.0;
928 face = blank_face;
929}
930
931object::~object ()
932{
933 free_key_values (this);
934}
935
936void object::link ()
937{
938 count = ++ob_count;
939 uuid = gen_uuid ();
940
941 prev = 0;
942 next = object::first;
943
944 if (object::first)
945 object::first->prev = this;
946
947 object::first = this;
948}
949
950void object::unlink ()
951{
952 if (this == object::first)
953 object::first = next;
954
955 /* Remove this object from the list of used objects */
956 if (prev) prev->next = next;
957 if (next) next->prev = prev;
958
959 prev = 0;
960 next = 0;
961}
962
963object *object::create ()
964{
965 object *op = new object;
966 op->link ();
967 return op;
968}
1051 969
1052/* 970/*
1053 * free_object() frees everything allocated by an object, removes 971 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 972 * it from the list of used objects, and puts it on the list of
1055 * free objects. The IS_FREED() flag is set in the object. 973 * free objects. The IS_FREED() flag is set in the object.
1057 * this function to succeed. 975 * this function to succeed.
1058 * 976 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 977 * If free_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 978 * inventory to the ground.
1061 */ 979 */
980void object::free (bool free_inventory)
981{
982 if (QUERY_FLAG (this, FLAG_FREED))
983 return;
1062 984
1063void free_object(object *ob) { 985 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1064 free_object2(ob, 0); 986 remove_friendly_object (this);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 987
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 988 if (!QUERY_FLAG (this, FLAG_REMOVED))
1072 LOG(llevDebug,"Free object called with non removed object\n"); 989 remove_ob (this);
1073 dump_object(ob); 990
1074#ifdef MANY_CORES 991 SET_FLAG (this, FLAG_FREED);
1075 abort(); 992
1076#endif 993 if (more)
1077 } 994 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 995 more->free (free_inventory);
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 996 more = 0;
1080 remove_friendly_object(ob); 997 }
998
999 if (inv)
1081 } 1000 {
1082 if(QUERY_FLAG(ob,FLAG_FREED)) {
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 }
1087 if(ob->more!=NULL) {
1088 free_object2(ob->more, free_inventory);
1089 ob->more=NULL;
1090 }
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process - 1001 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 1002 * if some form of movement is allowed, let objects
1094 * drop on that space. 1003 * drop on that space.
1095 */ 1004 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1005 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 1006 {
1098 { 1007 object *op = inv;
1099 op=ob->inv; 1008
1100 while(op!=NULL) { 1009 while (op)
1101 tmp=op->below; 1010 {
1102 remove_ob(op); 1011 object *tmp = op->below;
1103 free_object2(op, free_inventory); 1012 op->free (free_inventory);
1104 op=tmp; 1013 op = tmp;
1014 }
1015 }
1016 else
1017 { /* Put objects in inventory onto this space */
1018 object *op = inv;
1019
1020 while (op)
1021 {
1022 object *tmp = op->below;
1023
1024 remove_ob (op);
1025
1026 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1027 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1028 free_object (op);
1029 else
1030 {
1031 op->x = x;
1032 op->y = y;
1033 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1034 }
1035
1036 op = tmp;
1037 }
1038 }
1105 } 1039 }
1106 } 1040
1107 else { /* Put objects in inventory onto this space */ 1041 // clear those pointers that likely might have circular references to us
1108 op=ob->inv; 1042 owner = 0;
1109 while(op!=NULL) { 1043 enemy = 0;
1110 tmp=op->below; 1044 attacked_by = 0;
1111 remove_ob(op); 1045
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114 free_object(op);
1115 else {
1116 op->x=ob->x;
1117 op->y=ob->y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119 }
1120 op=tmp;
1121 }
1122 }
1123 }
1124 /* Remove object from the active list */ 1046 /* Remove object from the active list */
1125 ob->speed = 0; 1047 speed = 0;
1126 update_ob_speed(ob); 1048 update_ob_speed (this);
1127 1049
1128 SET_FLAG(ob, FLAG_FREED); 1050 unlink ();
1129 ob->count = 0;
1130 1051
1131 /* Remove this object from the list of used objects */ 1052 mortals.push_back (this);
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152
1153
1154 /* Why aren't events freed? */
1155 free_key_values(ob);
1156
1157#if 0 /* MEMORY_DEBUG*/
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159 * presumes the freed_object will stick around for at least a little
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179}
1180
1181/*
1182 * count_free() returns the number of objects on the list of free objects.
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i;
1191}
1192
1193/*
1194 * count_used() returns the number of objects on the list of used objects.
1195 */
1196
1197int count_used(void) {
1198 int i=0;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203}
1204
1205/*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215} 1053}
1216 1054
1217/* 1055/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 1056 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 1057 * weight of an object (and what is carried by it's environment(s)).
1220 */ 1058 */
1221 1059
1060void
1222void sub_weight (object *op, signed long weight) { 1061sub_weight (object *op, signed long weight)
1062{
1223 while (op != NULL) { 1063 while (op != NULL)
1064 {
1224 if (op->type == CONTAINER) { 1065 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1066 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1067
1227 op->carrying-=weight; 1068 op->carrying -= weight;
1228 op = op->env; 1069 op = op->env;
1229 } 1070 }
1230} 1071}
1231 1072
1232/* remove_ob(op): 1073/* remove_ob(op):
1233 * This function removes the object op from the linked list of objects 1074 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the 1075 * which it is currently tied to. When this function is done, the
1236 * environment, the x and y coordinates will be updated to 1077 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1078 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1079 * Beware: This function is called from the editor as well!
1239 */ 1080 */
1240 1081
1082void
1241void remove_ob(object *op) { 1083remove_ob (object *op)
1084{
1242 object *tmp,*last=NULL; 1085 object *tmp, *last = 0;
1243 object *otmp; 1086 object *otmp;
1244 tag_t tag; 1087
1245 int check_walk_off; 1088 int check_walk_off;
1246 mapstruct *m; 1089 maptile *m;
1090
1247 sint16 x,y; 1091 sint16 x, y;
1248
1249 1092
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1093 if (QUERY_FLAG (op, FLAG_REMOVED))
1251 dump_object(op); 1094 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1095
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED); 1096 SET_FLAG (op, FLAG_REMOVED);
1270 1097
1098 if (op->more != NULL)
1099 remove_ob (op->more);
1100
1271 /* 1101 /*
1272 * In this case, the object to be removed is in someones 1102 * In this case, the object to be removed is in someones
1273 * inventory. 1103 * inventory.
1274 */ 1104 */
1275 if(op->env!=NULL) { 1105 if (op->env != NULL)
1106 {
1276 if(op->nrof) 1107 if (op->nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1108 sub_weight (op->env, op->weight * op->nrof);
1278 else 1109 else
1279 sub_weight(op->env, op->weight+op->carrying); 1110 sub_weight (op->env, op->weight + op->carrying);
1280 1111
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1112 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1113 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1114 * to save cpu time.
1284 */ 1115 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1116 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp); 1117 fix_player (otmp);
1288 1118
1289 if(op->above!=NULL) 1119 if (op->above != NULL)
1290 op->above->below=op->below; 1120 op->above->below = op->below;
1291 else 1121 else
1292 op->env->inv=op->below; 1122 op->env->inv = op->below;
1293 1123
1294 if(op->below!=NULL) 1124 if (op->below != NULL)
1295 op->below->above=op->above; 1125 op->below->above = op->above;
1296 1126
1297 /* we set up values so that it could be inserted into 1127 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1128 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1129 * to the caller to decide what we want to do.
1300 */ 1130 */
1301 op->x=op->env->x,op->y=op->env->y; 1131 op->x = op->env->x, op->y = op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map; 1132 op->map = op->env->map;
1304 op->above=NULL,op->below=NULL; 1133 op->above = NULL, op->below = NULL;
1305 op->env=NULL; 1134 op->env = NULL;
1306 return; 1135 }
1136 else if (op->map)
1307 } 1137 {
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x; 1138 x = op->x;
1313 y = op->y; 1139 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y); 1140 m = get_map_from_coord (op->map, &x, &y);
1315 1141
1316 if (!m) { 1142 if (!m)
1143 {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1144 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y); 1145 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue. 1146 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye 1147 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed. 1148 * screwed up and should be fixed.
1322 */ 1149 */
1323 abort(); 1150 abort ();
1324 } 1151 }
1152
1325 if (op->map != m) { 1153 if (op->map != m)
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1154 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y); 1155 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329 1156
1330 /* Re did the following section of code - it looks like it had 1157 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about 1158 * lots of logic for things we no longer care about
1332 */ 1159 */
1333 1160
1334 /* link the object above us */ 1161 /* link the object above us */
1335 if (op->above) 1162 if (op->above)
1336 op->above->below=op->below; 1163 op->above->below = op->below;
1337 else 1164 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1165 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1339 1166
1340 /* Relink the object below us, if there is one */ 1167 /* Relink the object below us, if there is one */
1341 if(op->below) { 1168 if (op->below)
1342 op->below->above=op->above; 1169 op->below->above = op->above;
1343 } else { 1170 else
1171 {
1344 /* Nothing below, which means we need to relink map object for this space 1172 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is 1173 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1174 * evident
1347 */ 1175 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1176 if (GET_MAP_OB (m, x, y) != op)
1177 {
1349 dump_object(op); 1178 dump_object (op);
1179 LOG (llevError,
1350 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); 1180 "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);
1351 dump_object(GET_MAP_OB(m,x,y)); 1181 dump_object (GET_MAP_OB (m, x, y));
1352 LOG(llevError,"%s\n",errmsg); 1182 LOG (llevError, "%s\n", errmsg);
1353 } 1183 }
1184
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1185 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1355 } 1186 }
1356 op->above=NULL; 1187
1188 op->above = 0;
1357 op->below=NULL; 1189 op->below = 0;
1358 1190
1359 if (op->map->in_memory == MAP_SAVING) 1191 if (op->map->in_memory == MAP_SAVING)
1360 return; 1192 return;
1361 1193
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1194 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1195
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1196 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1197 {
1365 /* No point updating the players look faces if he is the object 1198 /* No point updating the players look faces if he is the object
1366 * being removed. 1199 * being removed.
1367 */ 1200 */
1368 1201
1369 if(tmp->type==PLAYER && tmp!=op) { 1202 if (tmp->type == PLAYER && tmp != op)
1203 {
1370 /* If a container that the player is currently using somehow gets 1204 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1205 * removed (most likely destroyed), update the player view
1372 * appropriately. 1206 * appropriately.
1373 */ 1207 */
1374 if (tmp->container==op) { 1208 if (tmp->container == op)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1209 {
1376 tmp->container=NULL; 1210 CLEAR_FLAG (op, FLAG_APPLIED);
1377 } 1211 tmp->container = NULL;
1212 }
1213
1378 tmp->contr->socket.update_look=1; 1214 tmp->contr->socket.update_look = 1;
1379 } 1215 }
1216
1380 /* See if player moving off should effect something */ 1217 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1218 if (check_walk_off
1219 && ((op->move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1220 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1383 1221 {
1384 move_apply(tmp, op, NULL); 1222 move_apply (tmp, op, NULL);
1385 if (was_destroyed (op, tag)) {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1223
1224 if (op->destroyed ())
1225 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1226 }
1227
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1228 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1229
1393 if(tmp->above == tmp) 1230 if (tmp->above == tmp)
1394 tmp->above = NULL; 1231 tmp->above = NULL;
1395 last=tmp; 1232
1396 } 1233 last = tmp;
1234 }
1235
1397 /* last == NULL of there are no objects on this space */ 1236 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1237 if (last == NULL)
1238 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1239 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1240 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't 1241 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1242 * be correct anyways.
1403 */ 1243 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1244 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1245 update_position (op->map, op->x, op->y);
1406 } 1246 }
1407 else 1247 else
1408 update_object(last, UP_OBJ_REMOVE); 1248 update_object (last, UP_OBJ_REMOVE);
1409 1249
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1250 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y); 1251 update_all_los (op->map, op->x, op->y);
1412 1252 }
1413} 1253}
1414 1254
1415/* 1255/*
1416 * merge_ob(op,top): 1256 * merge_ob(op,top):
1417 * 1257 *
1418 * This function goes through all objects below and including top, and 1258 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1259 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1260 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1261 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1262 */
1423 1263object *
1424object *merge_ob(object *op, object *top) { 1264merge_ob (object *op, object *top)
1265{
1425 if(!op->nrof) 1266 if (!op->nrof)
1426 return 0; 1267 return 0;
1268
1427 if(top==NULL) 1269 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1270 for (top = op; top != NULL && top->above != NULL; top = top->above);
1271
1429 for(;top!=NULL;top=top->below) { 1272 for (; top != NULL; top = top->below)
1273 {
1430 if(top==op) 1274 if (top == op)
1431 continue; 1275 continue;
1432 if (CAN_MERGE(op,top)) 1276 if (CAN_MERGE (op, top))
1433 { 1277 {
1434 top->nrof+=op->nrof; 1278 top->nrof += op->nrof;
1279
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1280/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1281 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1282 remove_ob (op);
1438 free_object(op); 1283 free_object (op);
1439 return top; 1284 return top;
1440 } 1285 }
1441 } 1286 }
1287
1442 return NULL; 1288 return 0;
1443} 1289}
1444 1290
1445/* 1291/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1292 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1293 * job preparing multi-part monsters
1448 */ 1294 */
1295object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1296insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1297{
1450 object* tmp; 1298 object *tmp;
1299
1451 if (op->head) 1300 if (op->head)
1452 op=op->head; 1301 op = op->head;
1302
1453 for (tmp=op;tmp;tmp=tmp->more){ 1303 for (tmp = op; tmp; tmp = tmp->more)
1304 {
1454 tmp->x=x+tmp->arch->clone.x; 1305 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1306 tmp->y = y + tmp->arch->clone.y;
1456 } 1307 }
1308
1457 return insert_ob_in_map (op, m, originator, flag); 1309 return insert_ob_in_map (op, m, originator, flag);
1458} 1310}
1459 1311
1460/* 1312/*
1461 * insert_ob_in_map (op, map, originator, flag): 1313 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1314 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1328 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1329 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1330 * just 'op' otherwise
1479 */ 1331 */
1480 1332
1333object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1334insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1335{
1483 object *tmp, *top, *floor=NULL; 1336 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1337 sint16 x, y;
1485 1338
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1339 if (QUERY_FLAG (op, FLAG_FREED))
1340 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1341 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1342 return NULL;
1343 }
1344
1345 if (m == NULL)
1489 } 1346 {
1490 if(m==NULL) {
1491 dump_object(op); 1347 dump_object (op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1348 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1493 return op; 1349 return op;
1494 } 1350 }
1351
1495 if(out_of_map(m,op->x,op->y)) { 1352 if (out_of_map (m, op->x, op->y))
1353 {
1496 dump_object(op); 1354 dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1355 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1498#ifdef MANY_CORES 1356#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1357 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting 1358 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1359 * improperly inserted.
1502 */ 1360 */
1503 abort(); 1361 abort ();
1504#endif 1362#endif
1505 return op; 1363 return op;
1506 } 1364 }
1365
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1366 if (!QUERY_FLAG (op, FLAG_REMOVED))
1367 {
1508 dump_object(op); 1368 dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1369 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op; 1370 return op;
1511 } 1371 }
1372
1512 if(op->more!=NULL) { 1373 if (op->more != NULL)
1374 {
1513 /* The part may be on a different map. */ 1375 /* The part may be on a different map. */
1514 1376
1515 object *more = op->more; 1377 object *more = op->more;
1516 1378
1517 /* We really need the caller to normalize coordinates - if 1379 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1380 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate 1381 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1382 * is clear wrong do we normalize it.
1521 */ 1383 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1384 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y); 1385 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1386 else if (!more->map)
1387 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1388 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1389 * more->map should always point to the parent.
1530 */ 1390 */
1531 more->map = m; 1391 more->map = m;
1532 } 1392 }
1533 1393
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1394 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1395 {
1535 if ( ! op->head) 1396 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1397 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1398
1537 return NULL; 1399 return NULL;
1538 } 1400 }
1539 } 1401 }
1402
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1403 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1404
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot 1405 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now 1406 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1407 * need extra work
1549 */ 1408 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1409 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1410 x = op->x;
1552 y = op->y; 1411 y = op->y;
1553 1412
1554 /* this has to be done after we translate the coordinates. 1413 /* this has to be done after we translate the coordinates.
1555 */ 1414 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1415 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1416 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1417 if (CAN_MERGE (op, tmp))
1559 op->nrof+=tmp->nrof; 1418 {
1560 remove_ob(tmp); 1419 op->nrof += tmp->nrof;
1561 free_object(tmp); 1420 remove_ob (tmp);
1562 } 1421 free_object (tmp);
1563 } 1422 }
1564 1423
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1424 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1425 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1426
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1427 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1428 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1429
1570 if (flag & INS_BELOW_ORIGINATOR) { 1430 if (flag & INS_BELOW_ORIGINATOR)
1431 {
1571 if (originator->map != op->map || originator->x != op->x || 1432 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1433 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1434 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1435 abort ();
1575 } 1436 }
1437
1576 op->above = originator; 1438 op->above = originator;
1577 op->below = originator->below; 1439 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1440
1441 if (op->below)
1442 op->below->above = op;
1443 else
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1444 SET_MAP_OB (op->map, op->x, op->y, op);
1445
1580 /* since *below* originator, no need to update top */ 1446 /* since *below* originator, no need to update top */
1581 originator->below = op; 1447 originator->below = op;
1582 } else { 1448 }
1449 else
1450 {
1583 /* If there are other objects, then */ 1451 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1452 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1453 {
1585 object *last=NULL; 1454 object *last = NULL;
1586 /* 1455
1456 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1457 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1458 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1459 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1460 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1461 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1462 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of 1463 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time 1464 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed 1465 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1466 * that flying non pickable objects are spell objects.
1597 */ 1467 */
1598 1468
1599 while (top != NULL) { 1469 while (top != NULL)
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1470 {
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1471 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1602 if (QUERY_FLAG(top, FLAG_NO_PICK) 1472 floor = top;
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1473
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1474 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1605 { 1475 {
1606 /* We insert above top, so we want this object below this */ 1476 /* We insert above top, so we want this object below this */
1607 top=top->below; 1477 top = top->below;
1608 break; 1478 break;
1609 } 1479 }
1610 last = top; 1480
1611 top = top->above; 1481 last = top;
1612 } 1482 top = top->above;
1483 }
1484
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1485 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1486 top = last;
1615 1487
1616 /* We let update_position deal with figuring out what the space 1488 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1489 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1490 * makes things faster, and effectively the same result.
1619 */ 1491 */
1620 1492
1621 /* Have object 'fall below' other objects that block view. 1493 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1494 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1495 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1496 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1497 * stacking is a bit odd.
1626 */ 1498 */
1627 if (!(flag & INS_ON_TOP) && 1499 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1500 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1629 (op->face && !op->face->visibility)) { 1501 {
1630 for (last=top; last != floor; last=last->below) 1502 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1503 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1504 break;
1632 /* Check to see if we found the object that blocks view, 1505 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1506 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1507 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1508 * set top to the object below us.
1636 */ 1509 */
1637 if (last && last->below && last != floor) top=last->below; 1510 if (last && last->below && last != floor)
1638 } 1511 top = last->below;
1639 } /* If objects on this space */ 1512 }
1513 } /* If objects on this space */
1514
1640 if (flag & INS_MAP_LOAD) 1515 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1516 top = GET_MAP_TOP (op->map, op->x, op->y);
1517
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1518 if (flag & INS_ABOVE_FLOOR_ONLY)
1519 top = floor;
1643 1520
1644 /* Top is the object that our object (op) is going to get inserted above. 1521 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1522 */
1646 1523
1647 /* First object on this space */ 1524 /* First object on this space */
1648 if (!top) { 1525 if (!top)
1526 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1527 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1528
1529 if (op->above)
1530 op->above->below = op;
1531
1651 op->below = NULL; 1532 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1533 SET_MAP_OB (op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */ 1534 }
1535 else
1536 { /* get inserted into the stack above top */
1654 op->above = top->above; 1537 op->above = top->above;
1655 if (op->above) op->above->below = op; 1538
1539 if (op->above)
1540 op->above->below = op;
1541
1656 op->below = top; 1542 op->below = top;
1657 top->above = op; 1543 top->above = op;
1658 } 1544 }
1545
1659 if (op->above==NULL) 1546 if (op->above == NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1547 SET_MAP_TOP (op->map, op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */ 1548 } /* else not INS_BELOW_ORIGINATOR */
1662 1549
1663 if(op->type==PLAYER) 1550 if (op->type == PLAYER)
1664 op->contr->do_los=1; 1551 op->contr->do_los = 1;
1665 1552
1666 /* If we have a floor, we know the player, if any, will be above 1553 /* If we have a floor, we know the player, if any, will be above
1667 * it, so save a few ticks and start from there. 1554 * it, so save a few ticks and start from there.
1668 */ 1555 */
1669 if (!(flag & INS_MAP_LOAD)) 1556 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1557 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1671 if (tmp->type == PLAYER) 1558 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1; 1559 tmp->contr->socket.update_look = 1;
1673 }
1674 1560
1675 /* If this object glows, it may affect lighting conditions that are 1561 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1562 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players 1563 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well 1564 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1565 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1566 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1567 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1568 * of effect may be sufficient.
1683 */ 1569 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1570 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1571 update_all_los (op->map, op->x, op->y);
1686 1572
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1573 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1574 update_object (op, UP_OBJ_INSERT);
1690 1575
1691
1692 /* Don't know if moving this to the end will break anything. However, 1576 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this. 1577 * we want to have update_look set above before calling this.
1694 * 1578 *
1695 * check_move_on() must be after this because code called from 1579 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1580 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1581 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1582 * update_object().
1699 */ 1583 */
1700 1584
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1585 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1586 if (!(flag & INS_NO_WALK_ON) && !op->head)
1587 {
1704 if (check_move_on(op, originator)) 1588 if (check_move_on (op, originator))
1705 return NULL; 1589 return NULL;
1706 1590
1707 /* If we are a multi part object, lets work our way through the check 1591 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1592 * walk on's.
1709 */ 1593 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1594 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1595 if (check_move_on (tmp, originator))
1712 return NULL; 1596 return NULL;
1713 } 1597 }
1598
1714 return op; 1599 return op;
1715} 1600}
1716 1601
1717/* this function inserts an object in the map, but if it 1602/* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first. 1603 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map. 1604 * op is the object to insert it under: supplies x and the map.
1720 */ 1605 */
1606void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1607replace_insert_ob_in_map (const char *arch_string, object *op)
1608{
1722 object *tmp; 1609 object *
1723 object *tmp1; 1610 tmp;
1611 object *
1612 tmp1;
1724 1613
1725 /* first search for itself and remove any old instances */ 1614 /* first search for itself and remove any old instances */
1726 1615
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1616 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1617 {
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1618 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1619 {
1729 remove_ob(tmp); 1620 remove_ob (tmp);
1730 free_object(tmp); 1621 free_object (tmp);
1731 } 1622 }
1732 } 1623 }
1733 1624
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1625 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1626
1736 1627 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1628 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1629 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1630}
1740 1631
1741/* 1632/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1633 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743 * is returned contains nr objects, and the remaining parts contains 1634 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1635 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1636 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1637 * global static errmsg array.
1747 */ 1638 */
1748 1639
1640object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1641get_split_ob (object *orig_ob, uint32 nr)
1750 object *newob; 1642{
1643 object *
1644 newob;
1645 int
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1646 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1647
1753 if(orig_ob->nrof<nr) { 1648 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 } 1649 {
1650 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1651 return NULL;
1652 }
1653
1758 newob = object_create_clone(orig_ob); 1654 newob = object_create_clone (orig_ob);
1655
1759 if((orig_ob->nrof-=nr)<1) { 1656 if ((orig_ob->nrof -= nr) < 1)
1657 {
1760 if ( ! is_removed) 1658 if (!is_removed)
1761 remove_ob(orig_ob); 1659 remove_ob (orig_ob);
1762 free_object2(orig_ob, 1); 1660 free_object2 (orig_ob, 1);
1763 } 1661 }
1764 else if ( ! is_removed) { 1662 else if (!is_removed)
1663 {
1765 if(orig_ob->env!=NULL) 1664 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1665 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1666 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1667 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1668 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n"); 1669 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1670 return NULL;
1772 } 1671 }
1773 } 1672 }
1673
1774 newob->nrof=nr; 1674 newob->nrof = nr;
1775 1675
1776 return newob; 1676 return newob;
1777} 1677}
1778 1678
1779/* 1679/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1680 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1681 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1682 * is subsequently removed and freed.
1783 * 1683 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1684 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1685 */
1786 1686
1687object *
1787object *decrease_ob_nr (object *op, uint32 i) 1688decrease_ob_nr (object *op, uint32 i)
1788{ 1689{
1789 object *tmp; 1690 object *tmp;
1790 player *pl; 1691 player *pl;
1791 1692
1792 if (i == 0) /* objects with op->nrof require this check */ 1693 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1694 return op;
1794 1695
1795 if (i > op->nrof) 1696 if (i > op->nrof)
1796 i = op->nrof; 1697 i = op->nrof;
1797 1698
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1699 if (QUERY_FLAG (op, FLAG_REMOVED))
1700 op->nrof -= i;
1701 else if (op->env != NULL)
1702 {
1703 /* is this object in the players inventory, or sub container
1704 * therein?
1705 */
1706 tmp = is_player_inv (op->env);
1707 /* nope. Is this a container the player has opened?
1708 * If so, set tmp to that player.
1709 * IMO, searching through all the players will mostly
1710 * likely be quicker than following op->env to the map,
1711 * and then searching the map for a player.
1712 */
1713 if (!tmp)
1714 {
1715 for (pl = first_player; pl; pl = pl->next)
1716 if (pl->ob->container == op->env)
1717 break;
1718 if (pl)
1719 tmp = pl->ob;
1720 else
1721 tmp = NULL;
1722 }
1723
1724 if (i < op->nrof)
1725 {
1726 sub_weight (op->env, op->weight * i);
1727 op->nrof -= i;
1728 if (tmp)
1729 {
1730 esrv_send_item (tmp, op);
1731 }
1732 }
1733 else
1734 {
1735 remove_ob (op);
1736 op->nrof = 0;
1737 if (tmp)
1738 {
1739 esrv_del_item (tmp->contr, op->count);
1740 }
1741 }
1799 { 1742 }
1743 else
1744 {
1745 object *above = op->above;
1746
1747 if (i < op->nrof)
1800 op->nrof -= i; 1748 op->nrof -= i;
1801 }
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else { 1749 else
1750 {
1828 remove_ob (op); 1751 remove_ob (op);
1829 op->nrof = 0; 1752 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1753 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1754
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */ 1755 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1756 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1757 if (tmp->type == PLAYER)
1758 {
1848 if (op->nrof) 1759 if (op->nrof)
1849 esrv_send_item(tmp, op); 1760 esrv_send_item (tmp, op);
1850 else 1761 else
1851 esrv_del_item(tmp->contr, op->count); 1762 esrv_del_item (tmp->contr, op->count);
1852 } 1763 }
1853 } 1764 }
1854 1765
1855 if (op->nrof) { 1766 if (op->nrof)
1856 return op; 1767 return op;
1857 } else { 1768 else
1769 {
1858 free_object (op); 1770 free_object (op);
1859 return NULL; 1771 return NULL;
1860 } 1772 }
1861} 1773}
1862 1774
1863/* 1775/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1776 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1777 * and also updates how much the environment(s) is/are carrying.
1866 */ 1778 */
1867 1779
1780void
1868void add_weight (object *op, signed long weight) { 1781add_weight (object *op, signed long weight)
1782{
1869 while (op!=NULL) { 1783 while (op != NULL)
1784 {
1870 if (op->type == CONTAINER) { 1785 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1786 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1787
1873 op->carrying+=weight; 1788 op->carrying += weight;
1874 op=op->env; 1789 op = op->env;
1875 } 1790 }
1876} 1791}
1877 1792
1878/* 1793/*
1879 * insert_ob_in_ob(op,environment): 1794 * insert_ob_in_ob(op,environment):
1880 * This function inserts the object op in the linked list 1795 * This function inserts the object op in the linked list
1887 * 1802 *
1888 * The function returns now pointer to inserted item, and return value can 1803 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1804 * be != op, if items are merged. -Tero
1890 */ 1805 */
1891 1806
1807object *
1892object *insert_ob_in_ob(object *op,object *where) { 1808insert_ob_in_ob (object *op, object *where)
1893 object *tmp, *otmp; 1809{
1810 object *
1811 tmp, *
1812 otmp;
1894 1813
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1814 if (!QUERY_FLAG (op, FLAG_REMOVED))
1815 {
1896 dump_object(op); 1816 dump_object (op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1817 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1898 return op; 1818 return op;
1899 } 1819 }
1820
1900 if(where==NULL) { 1821 if (where == NULL)
1822 {
1901 dump_object(op); 1823 dump_object (op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1824 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1903 return op; 1825 return op;
1904 } 1826 }
1827
1905 if (where->head) { 1828 if (where->head)
1906 LOG(llevDebug, 1829 {
1907 "Warning: Tried to insert object wrong part of multipart object.\n"); 1830 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head; 1831 where = where->head;
1909 } 1832 }
1833
1910 if (op->more) { 1834 if (op->more)
1835 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1836 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1837 return op;
1914 } 1838 }
1839
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1840 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1841 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1842 if (op->nrof)
1843 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1844 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1845 if (CAN_MERGE (tmp, op))
1846 {
1920 /* return the original object and remove inserted object 1847 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1848 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1849 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1850 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1851 * tmp->nrof, we need to increase the weight.
1925 */ 1852 */
1926 add_weight (where, op->weight*op->nrof); 1853 add_weight (where, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1854 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1855 free_object (op); /* free the inserted object */
1929 op = tmp; 1856 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1857 remove_ob (op); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1858 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1859 break;
1933 } 1860 }
1934 1861
1935 /* I assume combined objects have no inventory 1862 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1863 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1864 * (if it was possible to merge). calling remove_ob will subtract
1938 * the weight, so we need to add it in again, since we actually do 1865 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1866 * the linking below
1940 */ 1867 */
1941 add_weight (where, op->weight*op->nrof); 1868 add_weight (where, op->weight * op->nrof);
1869 }
1942 } else 1870 else
1943 add_weight (where, (op->weight+op->carrying)); 1871 add_weight (where, (op->weight + op->carrying));
1944 1872
1945 otmp=is_player_inv(where); 1873 otmp = is_player_inv (where);
1946 if (otmp&&otmp->contr!=NULL) { 1874 if (otmp && otmp->contr != NULL)
1875 {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1876 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1877 fix_player (otmp);
1949 } 1878 }
1950 1879
1951 op->map=NULL; 1880 op->map = NULL;
1952 op->env=where; 1881 op->env = where;
1953 op->above=NULL; 1882 op->above = NULL;
1954 op->below=NULL; 1883 op->below = NULL;
1955 op->x=0,op->y=0; 1884 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1885
1958 /* reset the light list and los of the players on the map */ 1886 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1887 if ((op->glow_radius != 0) && where->map)
1960 { 1888 {
1961#ifdef DEBUG_LIGHTS 1889#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1890 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1891#endif /* DEBUG_LIGHTS */
1892 if (MAP_DARKNESS (where->map))
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1893 update_all_los (where->map, where->x, where->y);
1966 } 1894 }
1967 1895
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1896 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1897 * It sure simplifies this function...
1970 */ 1898 */
1971 if (where->inv==NULL) 1899 if (where->inv == NULL)
1972 where->inv=op; 1900 where->inv = op;
1973 else { 1901 else
1902 {
1974 op->below = where->inv; 1903 op->below = where->inv;
1975 op->below->above = op; 1904 op->below->above = op;
1976 where->inv = op; 1905 where->inv = op;
1977 } 1906 }
1978 return op; 1907 return op;
1979} 1908}
1980 1909
1981/* 1910/*
1982 * Checks if any objects has a move_type that matches objects 1911 * Checks if any objects has a move_type that matches objects
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1926 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects 1927 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1928 * on top.
2000 */ 1929 */
2001 1930
1931int
2002int check_move_on (object *op, object *originator) 1932check_move_on (object *op, object *originator)
2003{ 1933{
2004 object *tmp; 1934 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1935 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1936 int x = op->x, y = op->y;
1937
2008 MoveType move_on, move_slow, move_block; 1938 MoveType move_on, move_slow, move_block;
2009 1939
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1940 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1941 return 0;
1942
1943 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1944 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1945 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1946
1947 /* if nothing on this space will slow op down or be applied,
1948 * no need to do checking below. have to make sure move_type
1949 * is set, as lots of objects don't have it set - we treat that
1950 * as walking.
1951 */
1952 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1953 return 0;
1954
1955 /* This is basically inverse logic of that below - basically,
1956 * if the object can avoid the move on or slow move, they do so,
1957 * but can't do it if the alternate movement they are using is
1958 * blocked. Logic on this seems confusing, but does seem correct.
1959 */
1960 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1961 return 0;
1962
1963 /* The objects have to be checked from top to bottom.
1964 * Hence, we first go to the top:
1965 */
1966
1967 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1968 {
1969 /* Trim the search when we find the first other spell effect
1970 * this helps performance so that if a space has 50 spell objects,
1971 * we don't need to check all of them.
1972 */
1973 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1974 break;
1975 }
1976
1977 for (; tmp; tmp = tmp->below)
1978 {
1979 if (tmp == op)
1980 continue; /* Can't apply yourself */
1981
1982 /* Check to see if one of the movement types should be slowed down.
1983 * Second check makes sure that the movement types not being slowed
1984 * (~slow_move) is not blocked on this space - just because the
1985 * space doesn't slow down swimming (for example), if you can't actually
1986 * swim on that space, can't use it to avoid the penalty.
1987 */
1988 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1989 {
1990 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1991 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1992 {
1993
1994 float
1995 diff = tmp->move_slow_penalty * FABS (op->speed);
1996
1997 if (op->type == PLAYER)
1998 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1999 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2000 diff /= 4.0;
2001
2002 op->speed_left -= diff;
2003 }
2004 }
2005
2006 /* Basically same logic as above, except now for actual apply. */
2007 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2008 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2009 {
2010 move_apply (tmp, op, originator);
2011
2012 if (op->destroyed ())
2013 return 1;
2014
2015 /* what the person/creature stepped onto has moved the object
2016 * someplace new. Don't process any further - if we did,
2017 * have a feeling strange problems would result.
2018 */
2019 if (op->map != m || op->x != x || op->y != y)
2020 return 0;
2021 }
2022 }
2023
2024 return 0;
2091} 2025}
2092 2026
2093/* 2027/*
2094 * present_arch(arch, map, x, y) searches for any objects with 2028 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 2029 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 2030 * The first matching object is returned, or NULL if none.
2097 */ 2031 */
2098 2032
2033object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2034present_arch (const archetype *at, maptile *m, int x, int y)
2035{
2100 object *tmp; 2036 object *
2037 tmp;
2038
2101 if(m==NULL || out_of_map(m,x,y)) { 2039 if (m == NULL || out_of_map (m, x, y))
2040 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 2041 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 2042 return NULL;
2104 } 2043 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 2045 if (tmp->arch == at)
2107 return tmp; 2046 return tmp;
2108 return NULL; 2047 return NULL;
2109} 2048}
2110 2049
2111/* 2050/*
2112 * present(type, map, x, y) searches for any objects with 2051 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 2052 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 2053 * The first matching object is returned, or NULL if none.
2115 */ 2054 */
2116 2055
2056object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 2057present (unsigned char type, maptile *m, int x, int y)
2058{
2118 object *tmp; 2059 object *
2060 tmp;
2061
2119 if(out_of_map(m,x,y)) { 2062 if (out_of_map (m, x, y))
2063 {
2120 LOG(llevError,"Present called outside map.\n"); 2064 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 2065 return NULL;
2122 } 2066 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2067 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 2068 if (tmp->type == type)
2125 return tmp; 2069 return tmp;
2126 return NULL; 2070 return NULL;
2127} 2071}
2128 2072
2129/* 2073/*
2130 * present_in_ob(type, object) searches for any objects with 2074 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 2075 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 2076 * The first matching object is returned, or NULL if none.
2133 */ 2077 */
2134 2078
2079object *
2135object *present_in_ob(unsigned char type, const object *op) { 2080present_in_ob (unsigned char type, const object *op)
2081{
2136 object *tmp; 2082 object *
2083 tmp;
2084
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 2086 if (tmp->type == type)
2139 return tmp; 2087 return tmp;
2140 return NULL; 2088 return NULL;
2141} 2089}
2142 2090
2143/* 2091/*
2153 * the object name, not the archetype name. this is so that the 2101 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 2102 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2103 * to be unique.
2156 */ 2104 */
2157 2105
2106object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2107present_in_ob_by_name (int type, const char *str, const object *op)
2108{
2159 object *tmp; 2109 object *
2110 tmp;
2160 2111
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2112 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2113 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2114 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2115 return tmp;
2164 } 2116 }
2165 return NULL; 2117 return NULL;
2166} 2118}
2167 2119
2168/* 2120/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2121 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2122 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2123 * The first matching object is returned, or NULL if none.
2172 */ 2124 */
2173 2125
2126object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2127present_arch_in_ob (const archetype *at, const object *op)
2128{
2175 object *tmp; 2129 object *
2130 tmp;
2131
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2132 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2133 if (tmp->arch == at)
2178 return tmp; 2134 return tmp;
2179 return NULL; 2135 return NULL;
2180} 2136}
2181 2137
2182/* 2138/*
2183 * activate recursively a flag on an object inventory 2139 * activate recursively a flag on an object inventory
2184 */ 2140 */
2141void
2185void flag_inv(object*op, int flag){ 2142flag_inv (object *op, int flag)
2143{
2186 object *tmp; 2144 object *
2145 tmp;
2146
2187 if(op->inv) 2147 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2148 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2149 {
2189 SET_FLAG(tmp, flag); 2150 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2151 flag_inv (tmp, flag);
2191 } 2152 }
2192}/* 2153} /*
2193 * desactivate recursively a flag on an object inventory 2154 * desactivate recursively a flag on an object inventory
2194 */ 2155 */
2156void
2195void unflag_inv(object*op, int flag){ 2157unflag_inv (object *op, int flag)
2158{
2196 object *tmp; 2159 object *
2160 tmp;
2161
2197 if(op->inv) 2162 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2164 {
2199 CLEAR_FLAG(tmp, flag); 2165 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2166 unflag_inv (tmp, flag);
2201 } 2167 }
2202} 2168}
2203 2169
2204/* 2170/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2171 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2172 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2173 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function. 2174 * him/her-self and all object carried by a call to this function.
2209 */ 2175 */
2210 2176
2177void
2211void set_cheat(object *op) { 2178set_cheat (object *op)
2179{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2180 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2181 flag_inv (op, FLAG_WAS_WIZ);
2214} 2182}
2215 2183
2216/* 2184/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2185 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain 2186 * a spot at the given map and coordinates which will be able to contain
2233 * to know if the space in question will block the object. We can't use 2201 * to know if the space in question will block the object. We can't use
2234 * the archetype because that isn't correct if the monster has been 2202 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2203 * customized, changed states, etc.
2236 */ 2204 */
2237 2205
2206int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2207find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2208{
2209 int
2210 i,
2239 int i,index=0, flag; 2211 index = 0, flag;
2212 static int
2240 static int altern[SIZEOFFREE]; 2213 altern[SIZEOFFREE];
2241 2214
2242 for(i=start;i<stop;i++) { 2215 for (i = start; i < stop; i++)
2216 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2217 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2218 if (!flag)
2245 altern[index++]=i; 2219 altern[index++] = i;
2246 2220
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2221 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 2222 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 2223 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 2224 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 2225 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2226 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2227 * won't look 2 spaces south of the target space.
2254 */ 2228 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2229 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2230 stop = maxfree[i];
2257 } 2231 }
2258 if(!index) return -1; 2232 if (!index)
2233 return -1;
2259 return altern[RANDOM()%index]; 2234 return altern[RANDOM () % index];
2260} 2235}
2261 2236
2262/* 2237/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2238 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2239 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2240 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2241 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2242 */
2268 2243
2244int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2245find_first_free_spot (const object *ob, maptile *m, int x, int y)
2246{
2247 int
2270 int i; 2248 i;
2249
2271 for(i=0;i<SIZEOFFREE;i++) { 2250 for (i = 0; i < SIZEOFFREE; i++)
2251 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2252 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2253 return i;
2274 } 2254 }
2275 return -1; 2255 return -1;
2276} 2256}
2277 2257
2278/* 2258/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2259 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2260 * arr[begin..end-1].
2281 */ 2261 */
2262static void
2282static void permute(int *arr, int begin, int end) 2263permute (int *arr, int begin, int end)
2283{ 2264{
2284 int i, j, tmp, len; 2265 int
2266 i,
2267 j,
2268 tmp,
2269 len;
2285 2270
2286 len = end-begin; 2271 len = end - begin;
2287 for(i = begin; i < end; i++) 2272 for (i = begin; i < end; i++)
2288 { 2273 {
2289 j = begin+RANDOM()%len; 2274 j = begin + RANDOM () % len;
2290 2275
2291 tmp = arr[i]; 2276 tmp = arr[i];
2292 arr[i] = arr[j]; 2277 arr[i] = arr[j];
2293 arr[j] = tmp; 2278 arr[j] = tmp;
2294 } 2279 }
2295} 2280}
2296 2281
2297/* new function to make monster searching more efficient, and effective! 2282/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2283 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2284 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed 2285 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within 2286 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order. 2287 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2288 */
2289void
2304void get_search_arr(int *search_arr) 2290get_search_arr (int *search_arr)
2305{ 2291{
2292 int
2306 int i; 2293 i;
2307 2294
2308 for(i = 0; i < SIZEOFFREE; i++) 2295 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2296 {
2310 search_arr[i] = i; 2297 search_arr[i] = i;
2311 } 2298 }
2312 2299
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2300 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2301 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2302 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2303}
2317 2304
2318/* 2305/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2306 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2307 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2313 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move 2314 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2315 * there is capable of.
2329 */ 2316 */
2330 2317
2318int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2319find_dir (maptile *m, int x, int y, object *exclude)
2320{
2321 int
2322 i,
2332 int i,max=SIZEOFFREE, mflags; 2323 max = SIZEOFFREE, mflags;
2324
2333 sint16 nx, ny; 2325 sint16 nx, ny;
2334 object *tmp; 2326 object *
2335 mapstruct *mp; 2327 tmp;
2328 maptile *
2329 mp;
2330
2336 MoveType blocked, move_type; 2331 MoveType blocked, move_type;
2337 2332
2338 if (exclude && exclude->head) { 2333 if (exclude && exclude->head)
2334 {
2339 exclude = exclude->head; 2335 exclude = exclude->head;
2340 move_type = exclude->move_type; 2336 move_type = exclude->move_type;
2341 } else { 2337 }
2338 else
2339 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2340 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2341 move_type = MOVE_ALL;
2342 }
2343
2344 for (i = 1; i < max; i++)
2344 } 2345 {
2345 2346 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2347 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2348 ny = y + freearr_y[i];
2350 2349
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2350 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2351 if (mflags & P_OUT_OF_MAP)
2352 {
2353 max = maxfree[i]; 2353 max = maxfree[i];
2354 } else { 2354 }
2355 else
2356 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2357 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2358
2357 if ((move_type & blocked) == move_type) { 2359 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2360 {
2361 max = maxfree[i];
2362 }
2359 } else if (mflags & P_IS_ALIVE) { 2363 else if (mflags & P_IS_ALIVE)
2364 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2365 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2366 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2367 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2368 {
2364 } 2369 break;
2365 } 2370 }
2366 if(tmp) { 2371 }
2367 return freedir[i]; 2372 if (tmp)
2368 } 2373 {
2374 return freedir[i];
2375 }
2376 }
2377 }
2369 } 2378 }
2370 }
2371 }
2372 return 0; 2379 return 0;
2373} 2380}
2374 2381
2375/* 2382/*
2376 * distance(object 1, object 2) will return the square of the 2383 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2384 * distance between the two given objects.
2378 */ 2385 */
2379 2386
2387int
2380int distance(const object *ob1, const object *ob2) { 2388distance (const object *ob1, const object *ob2)
2389{
2381 int i; 2390 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2391 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2392
2393 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2394 return i;
2385} 2395}
2386 2396
2387/* 2397/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2398 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another 2399 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2400 * object, needs to travel toward it.
2391 */ 2401 */
2392 2402
2403int
2393int find_dir_2(int x, int y) { 2404find_dir_2 (int x, int y)
2405{
2394 int q; 2406 int
2407 q;
2395 2408
2396 if(y) 2409 if (y)
2397 q=x*100/y; 2410 q = x * 100 / y;
2398 else if (x) 2411 else if (x)
2399 q= -300*x; 2412 q = -300 * x;
2400 else 2413 else
2401 return 0; 2414 return 0;
2402 2415
2403 if(y>0) { 2416 if (y > 0)
2417 {
2404 if(q < -242) 2418 if (q < -242)
2405 return 3 ; 2419 return 3;
2406 if (q < -41) 2420 if (q < -41)
2407 return 2 ; 2421 return 2;
2408 if (q < 41) 2422 if (q < 41)
2409 return 1 ; 2423 return 1;
2410 if (q < 242) 2424 if (q < 242)
2411 return 8 ; 2425 return 8;
2412 return 7 ; 2426 return 7;
2413 } 2427 }
2414 2428
2415 if (q < -242) 2429 if (q < -242)
2416 return 7 ; 2430 return 7;
2417 if (q < -41) 2431 if (q < -41)
2418 return 6 ; 2432 return 6;
2419 if (q < 41) 2433 if (q < 41)
2420 return 5 ; 2434 return 5;
2421 if (q < 242) 2435 if (q < 242)
2422 return 4 ; 2436 return 4;
2423 2437
2424 return 3 ; 2438 return 3;
2425} 2439}
2426 2440
2427/* 2441/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2442 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2443 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2444 * "overflow" in previous calculations of a direction).
2431 */ 2445 */
2432 2446
2447int
2433int absdir(int d) { 2448absdir (int d)
2434 while(d<1) d+=8; 2449{
2435 while(d>8) d-=8; 2450 while (d < 1)
2451 d += 8;
2452 while (d > 8)
2453 d -= 8;
2436 return d; 2454 return d;
2437} 2455}
2438 2456
2439/* 2457/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2458 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2459 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2460 */
2443 2461
2462int
2444int dirdiff(int dir1, int dir2) { 2463dirdiff (int dir1, int dir2)
2464{
2445 int d; 2465 int
2466 d;
2467
2446 d = abs(dir1 - dir2); 2468 d = abs (dir1 - dir2);
2447 if(d>4) 2469 if (d > 4)
2448 d = 8 - d; 2470 d = 8 - d;
2449 return d; 2471 return d;
2450} 2472}
2451 2473
2452/* peterm: 2474/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2479 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction 2480 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2481 * functions.
2460 */ 2482 */
2461 2483
2484int
2462int reduction_dir[SIZEOFFREE][3] = { 2485 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2486 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2487 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2488 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2489 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2490 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2491 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2492 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2493 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2494 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2495 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2496 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2497 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2498 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2499 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2500 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2501 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2502 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2503 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2504 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2505 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2506 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2507 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2508 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2509 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2510 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2511 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2512 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2513 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2514 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2515 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2516 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2517 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2518 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2519 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2520 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2521 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2522 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2523 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2524 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2525 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2526 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2527 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2528 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2529 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2530 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2531 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2532 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2533 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2534 {24, 9, -1}
2535}; /* 48 */
2512 2536
2513/* Recursive routine to step back and see if we can 2537/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2538 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2539 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2540 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2541 * Modified to be map tile aware -.MSW
2518 */ 2542 */
2519
2520 2543
2544
2545int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2546can_see_monsterP (maptile *m, int x, int y, int dir)
2547{
2522 sint16 dx, dy; 2548 sint16 dx, dy;
2549 int
2523 int mflags; 2550 mflags;
2524 2551
2552 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2553 return 0; /* exit condition: invalid direction */
2526 2554
2527 dx = x + freearr_x[dir]; 2555 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2556 dy = y + freearr_y[dir];
2529 2557
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2558 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2559
2532 /* This functional arguably was incorrect before - it was 2560 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2561 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2562 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2563 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or 2564 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2565 * at least its move type.
2538 */ 2566 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2567 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2568 return 0;
2540 2569
2541 /* yes, can see. */ 2570 /* yes, can see. */
2542 if(dir < 9) return 1; 2571 if (dir < 9)
2572 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2573 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2574 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2546} 2575}
2547 2576
2548 2577
2549 2578
2550/* 2579/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2580 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2581 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2582 * picked up, otherwise 0.
2554 * 2583 *
2556 * core dumps if they do. 2585 * core dumps if they do.
2557 * 2586 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2587 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2588 */
2560 2589
2590int
2561int can_pick(const object *who, const object *item) { 2591can_pick (const object *who, const object *item)
2592{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2593 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2594 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2595 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2596}
2567 2597
2568 2598
2569/* 2599/*
2570 * create clone from object to another 2600 * create clone from object to another
2571 */ 2601 */
2602object *
2572object *object_create_clone (object *asrc) { 2603object_create_clone (object *asrc)
2604{
2605 object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2606 dst = NULL, *tmp, *src, *part, *prev, *item;
2574 2607
2608 if (!asrc)
2575 if(!asrc) return NULL; 2609 return NULL;
2576 src = asrc; 2610 src = asrc;
2577 if(src->head) 2611 if (src->head)
2578 src = src->head; 2612 src = src->head;
2579 2613
2580 prev = NULL; 2614 prev = NULL;
2581 for(part = src; part; part = part->more) { 2615 for (part = src; part; part = part->more)
2616 {
2582 tmp = get_object(); 2617 tmp = get_object ();
2583 copy_object(part,tmp); 2618 copy_object (part, tmp);
2584 tmp->x -= src->x; 2619 tmp->x -= src->x;
2585 tmp->y -= src->y; 2620 tmp->y -= src->y;
2586 if(!part->head) { 2621 if (!part->head)
2622 {
2587 dst = tmp; 2623 dst = tmp;
2588 tmp->head = NULL; 2624 tmp->head = NULL;
2625 }
2589 } else { 2626 else
2627 {
2590 tmp->head = dst; 2628 tmp->head = dst;
2591 } 2629 }
2592 tmp->more = NULL; 2630 tmp->more = NULL;
2593 if(prev) 2631 if (prev)
2594 prev->more = tmp; 2632 prev->more = tmp;
2595 prev = tmp; 2633 prev = tmp;
2596 } 2634 }
2597 /*** copy inventory ***/ 2635
2598 for(item = src->inv; item; item = item->below) { 2636 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2637 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2638
2602 return dst; 2639 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2640}
2612 2641
2613/* GROS - Creates an object using a string representing its content. */ 2642/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */ 2643/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2644/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */ 2645/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */ 2646/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2647/* Also remember that multiparts objects are not supported for now. */
2619 2648
2649object *
2620object* load_object_str(const char *obstr) 2650load_object_str (const char *obstr)
2621{ 2651{
2622 object *op; 2652 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2653 char filename[MAX_BUF];
2654
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2655 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2656
2626 tempfile=fopen(filename,"w"); 2657 FILE *tempfile = fopen (filename, "w");
2658
2627 if (tempfile == NULL) 2659 if (tempfile == NULL)
2628 { 2660 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2661 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2662 return NULL;
2631 }; 2663 }
2664
2632 fprintf(tempfile,obstr); 2665 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2666 fclose (tempfile);
2634 2667
2635 op=get_object(); 2668 op = get_object ();
2636 2669
2637 tempfile=fopen(filename,"r");
2638 if (tempfile == NULL)
2639 {
2640 LOG(llevError,"Error - Unable to read object temp file\n");
2641 return NULL;
2642 };
2643 object_thawer thawer (tempfile); 2670 object_thawer thawer (filename);
2671
2672 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2673 load_object (thawer, op, 0);
2674
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2675 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2676 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2677
2648 return op; 2678 return op;
2649} 2679}
2650 2680
2651/* This returns the first object in who's inventory that 2681/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2682 * has the same type and subtype match.
2653 * returns NULL if no match. 2683 * returns NULL if no match.
2654 */ 2684 */
2685object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2686find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2687{
2657 object *tmp; 2688 object *tmp;
2658 2689
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2690 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2691 if (tmp->type == type && tmp->subtype == subtype)
2692 return tmp;
2661 2693
2662 return NULL; 2694 return NULL;
2663} 2695}
2664 2696
2665/* If ob has a field named key, return the link from the list, 2697/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2698 * otherwise return NULL.
2667 * 2699 *
2668 * key must be a passed in shared string - otherwise, this won't 2700 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2701 * do the desired thing.
2670 */ 2702 */
2703key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2704get_ob_key_link (const object *ob, const char *key)
2705{
2672 key_value * link; 2706 key_value *link;
2673 2707
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2708 for (link = ob->key_values; link != NULL; link = link->next)
2675 if (link->key == key) { 2709 if (link->key == key)
2676 return link; 2710 return link;
2677 } 2711
2678 }
2679
2680 return NULL; 2712 return NULL;
2681} 2713}
2682 2714
2683/* 2715/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2716 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2717 *
2686 * The argument doesn't need to be a shared string. 2718 * The argument doesn't need to be a shared string.
2687 * 2719 *
2688 * The returned string is shared. 2720 * The returned string is shared.
2689 */ 2721 */
2722const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2723get_ob_key_value (const object *op, const char *const key)
2724{
2691 key_value * link; 2725 key_value *link;
2692 const char * canonical_key; 2726 shstr_cmp canonical_key (key);
2727
2728 if (!canonical_key)
2693 2729 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2730 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2731 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2732 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2733 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2734 */
2702 return NULL; 2735 return 0;
2703 } 2736 }
2704 2737
2705 /* This is copied from get_ob_key_link() above - 2738 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2739 * only 4 lines, and saves the function call overhead.
2707 */ 2740 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2741 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2742 if (link->key == canonical_key)
2710 return link->value; 2743 return link->value;
2711 } 2744
2712 } 2745 return 0;
2713 return NULL;
2714} 2746}
2715 2747
2716 2748
2717/* 2749/*
2718 * Updates the canonical_key in op to value. 2750 * Updates the canonical_key in op to value.
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2754 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2755 * keys.
2724 * 2756 *
2725 * Returns TRUE on success. 2757 * Returns TRUE on success.
2726 */ 2758 */
2759int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2760set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2761{
2762 key_value *
2728 key_value * field = NULL, *last=NULL; 2763 field = NULL, *last = NULL;
2729 2764
2730 for (field=op->key_values; field != NULL; field=field->next) { 2765 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2766 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2767 if (field->key != canonical_key)
2737 if (value) 2768 {
2738 field->value = add_string(value); 2769 last = field;
2739 else { 2770 continue;
2771 }
2772
2773 if (value)
2774 field->value = value;
2775 else
2776 {
2740 /* Basically, if the archetype has this key set, 2777 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2778 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2779 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2780 * we get this value back again.
2744 */ 2781 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2782 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2783 field->value = 0;
2747 else { 2784 else
2748 /* Delete this link */ 2785 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2786 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2787 last->next = field->next;
2751 if (last) last->next = field->next; 2788 else
2752 else op->key_values = field->next; 2789 op->key_values = field->next;
2753 free(field); 2790
2754 } 2791 delete field;
2755 } 2792 }
2793 }
2756 return TRUE; 2794 return TRUE;
2757 } 2795 }
2758 /* IF we get here, key doesn't exist */ 2796 /* IF we get here, key doesn't exist */
2759 2797
2760 /* No field, we'll have to add it. */ 2798 /* No field, we'll have to add it. */
2799
2800 if (!add_key)
2761 2801 {
2762 if (!add_key) {
2763 return FALSE; 2802 return FALSE;
2764 } 2803 }
2765 /* There isn't any good reason to store a null 2804 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2805 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2806 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2807 * be here. If user wants to store empty strings,
2769 * should pass in "" 2808 * should pass in ""
2770 */ 2809 */
2771 if (value == NULL) return TRUE; 2810 if (value == NULL)
2772
2773 field = (key_value *) malloc(sizeof(key_value));
2774
2775 field->key = add_refcount(canonical_key);
2776 field->value = add_string(value);
2777 /* Usual prepend-addition. */
2778 field->next = op->key_values;
2779 op->key_values = field;
2780
2781 return TRUE; 2811 return TRUE;
2812
2813 field = new key_value;
2814
2815 field->key = canonical_key;
2816 field->value = value;
2817 /* Usual prepend-addition. */
2818 field->next = op->key_values;
2819 op->key_values = field;
2820
2821 return TRUE;
2782} 2822}
2783 2823
2784/* 2824/*
2785 * Updates the key in op to value. 2825 * Updates the key in op to value.
2786 * 2826 *
2788 * and not add new ones. 2828 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2829 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2830 *
2791 * Returns TRUE on success. 2831 * Returns TRUE on success.
2792 */ 2832 */
2833int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2834set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2835{
2795 int floating_ref = FALSE; 2836 shstr key_ (key);
2796 int ret; 2837
2838 return set_ob_key_value_s (op, key_, value, add_key);
2839}
2840
2841object::depth_iterator::depth_iterator (object *container)
2842: iterator_base (container)
2843{
2844 while (item->inv)
2845 item = item->inv;
2846}
2847
2848void
2849object::depth_iterator::next ()
2850{
2851 if (item->below)
2797 2852 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2853 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2854
2800 */ 2855 while (item->inv)
2856 item = item->inv;
2801 2857 }
2802 canonical_key = find_string(key); 2858 else
2803 if (canonical_key == NULL) { 2859 item = item->env;
2804 canonical_key = add_string(key);
2805 floating_ref = TRUE;
2806 }
2807
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2809
2810 if (floating_ref) {
2811 free_string(canonical_key);
2812 }
2813
2814 return ret;
2815} 2860}
2861
2862// return a suitable string describing an objetc in enough detail to find it
2863const char *
2864object::debug_desc (char *info) const
2865{
2866 char info2[256 * 3];
2867 char *p = info;
2868
2869 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2870 count,
2871 &name,
2872 title ? " " : "",
2873 title ? (const char *)title : "");
2874
2875 if (env)
2876 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2877
2878 if (map)
2879 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2880
2881 return info;
2882}
2883
2884const char *
2885object::debug_desc () const
2886{
2887 static char info[256 * 3];
2888 return debug_desc (info);
2889}
2890

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