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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 1.53 by root, Tue Nov 7 16:30:54 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
285void dump_object2(object *op) { 379char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 380dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 381{
340 char *cp; 382 if (!op)
383 return strdup ("[NULLOBJ]");
341 384
342 if(op==NULL) 385 object_freezer freezer;
343 { 386 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 387 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 388}
382 389
383/* 390/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
387 */ 394 */
388 395
396object *
389object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
390 object *tmp,*closest; 399 object *tmp, *closest;
391 int last_dist,i; 400 int last_dist, i;
401
392 if(op->more==NULL) 402 if (op->more == NULL)
393 return op; 403 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
397 return closest; 407 return closest;
398} 408}
399 409
400/* 410/*
401 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
402 */ 412 */
403 413
414object *
404object *find_object(tag_t i) { 415find_object (tag_t i)
416{
405 object *op; 417 object *op;
418
406 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
407 if(op->count==i) 420 if (op->count == i)
408 break; 421 break;
422
409 return op; 423 return op;
410} 424}
411 425
412/* 426/*
413 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
416 */ 430 */
417 431
432object *
418object *find_object_name(const char *str) { 433find_object_name (const char *str)
419 const char *name=add_string(str); 434{
435 shstr_cmp str_ (str);
420 object *op; 436 object *op;
437
421 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 439 if (op->name == str_)
423 break; 440 break;
424 free_string(name); 441
425 return op; 442 return op;
426} 443}
427 444
445void
428void free_all_object_data(void) { 446free_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{ 447{
470 if (!op) return; 448 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} 449}
478
479
480 450
481/* 451/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 453 * skill and experience objects.
484 */ 454 */
485void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
486{ 457{
487 if(owner==NULL||op==NULL) 458 if (!owner)
488 return; 459 return;
489 460
490 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* 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 463 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 465 * 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. 466 * didn't match, this check is valid and I believe that cause is valid.
496 */ 467 */
497 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
499 470
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; 471 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} 472}
553 473
554/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 475 * refcounts and freeing the links.
556 */ 476 */
477static void
557static void free_key_values(object * op) { 478free_key_values (object *op)
558 key_value * i; 479{
559 key_value * next = NULL; 480 for (key_value *i = op->key_values; i != 0;)
560 481 {
561 if (op->key_values == NULL) return; 482 key_value *next = i->next;
483 delete i;
484
485 i = next;
562 486 }
563 for (i = op->key_values; i != NULL; i = next) { 487
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; 488 op->key_values = 0;
574} 489}
575 490
491void object::clear ()
492{
493 attachable_base::clear ();
576 494
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); 495 free_key_values (this);
605 496
606 /* the memset will clear all these values for us, but we need 497 owner = 0;
607 * to reduce the refcount on them. 498 name = 0;
608 */ 499 name_pl = 0;
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 500 title = 0;
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 501 race = 0;
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 502 slaying = 0;
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 503 skill = 0;
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 504 msg = 0;
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 505 lore = 0;
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 506 custom_name = 0;
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 507 materialname = 0;
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
618 519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
619 521
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); 522 SET_FLAG (this, FLAG_REMOVED);
626 523
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 */ 524 /* What is not cleared is next, prev, and count */
642 525
643 op->expmul=1.0; 526 expmul = 1.0;
644 op->face = blank_face; 527 face = blank_face;
645 op->attacked_by_count = (tag_t) -1; 528
646 if (settings.casting_time) 529 if (settings.casting_time)
647 op->casting_time = -1; 530 casting_time = -1;
531}
648 532
533void object::clone (object *destination)
534{
535 *(object_copy *)destination = *this;
536 *(object_pod *)destination = *this;
537
538 if (self || cb)
539 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
649} 540}
650 541
651/* 542/*
652 * copy object first frees everything allocated by the second object, 543 * copy object first frees everything allocated by the second object,
653 * and then copies the contends of the first object into the second 544 * and then copies the contends of the first object into the second
654 * object, allocating what needs to be allocated. Basically, any 545 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 546 * 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 547 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 548 * will point at garbage.
658 */ 549 */
659 550void
660void copy_object(object *op2, object *op) { 551copy_object (object *op2, object *op)
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 552{
662 event *evt, *evt2, *evt_new; 553 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
554 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
663 555
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); 556 op2->clone (op);
695 557
696 if(is_freed) SET_FLAG(op,FLAG_FREED); 558 if (is_freed)
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 559 SET_FLAG (op, FLAG_FREED);
698 if(op->name!=NULL) add_refcount(op->name); 560 if (is_removed)
699 if(op->name_pl!=NULL) add_refcount(op->name_pl); 561 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);
708 562
709 if((op2->speed<0) && !editor) 563 if (op2->speed < 0)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 564 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
711 565
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. */ 566 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 567 if (op2->key_values)
735 key_value * tail = NULL; 568 {
569 key_value *tail = 0;
736 key_value * i; 570 key_value *i;
737 571
738 op->key_values = NULL; 572 op->key_values = 0;
739 573
740 for (i = op2->key_values; i != NULL; i = i->next) { 574 for (i = op2->key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 575 {
576 key_value *new_link = new key_value;
742 577
743 new_link->next = NULL; 578 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 579 new_link->key = i->key;
745 if (i->value) 580 new_link->value = i->value;
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749 581
750 /* Try and be clever here, too. */ 582 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 583 if (!op->key_values)
584 {
752 op->key_values = new_link; 585 op->key_values = new_link;
753 tail = new_link; 586 tail = new_link;
754 } else { 587 }
755 tail->next = new_link; 588 else
756 tail = new_link; 589 {
590 tail->next = new_link;
591 tail = new_link;
592 }
593 }
757 } 594 }
758 }
759 }
760 595
761 update_ob_speed(op); 596 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} 597}
848 598
849/* 599/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * 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 601 * 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. 602 * be called to update the face variable, _and_ how it looks on the map.
853 */ 603 */
854 604
605void
855void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 609 return;
858 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
860} 612}
861 613
862/* 614/*
863 * Updates the speed of an object. If the speed changes from 0 to another 615 * 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. 616 * 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. 617 * This function needs to be called whenever the speed of an object changes.
866 */ 618 */
867 619void
868void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
869 extern int arch_init; 622 extern int arch_init;
870 623
871 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 625 * since they never really need to be updated.
873 */ 626 */
874 627
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 631#ifdef MANY_CORES
878 abort(); 632 abort ();
879#else 633#else
880 op->speed = 0; 634 op->speed = 0;
881#endif 635#endif
882 } 636 }
637
883 if (arch_init) { 638 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; 639 return;
890 640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646
891 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 648 * of the list. */
893 op->active_next = active_objects; 649 op->active_next = active_objects;
650
894 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
896 active_objects = op; 654 active_objects = op;
655 }
656 else
897 } 657 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 660 return;
902 661
903 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
904 active_objects = op->active_next; 664 active_objects = op->active_next;
665
905 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
907 } 668 }
908 else { 669 else
670 {
909 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
910 if (op->active_next) 673 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
912 } 675 }
676
913 op->active_next = NULL; 677 op->active_next = NULL;
914 op->active_prev = NULL; 678 op->active_prev = NULL;
915 } 679 }
916} 680}
917 681
918/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
919 * objects. 683 * objects.
921 * reference maps where you don't want an object that isn't 685 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 688 * will do the right thing based on the speed of the object.
925 */ 689 */
690void
926void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
927{ 692{
928 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 695 return;
931 696
932 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
933 active_objects = op->active_next; 699 active_objects = op->active_next;
934 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
936 } 704 {
937 else {
938 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 706 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
941 } 708 }
942 op->active_next = NULL; 709 op->active_next = NULL;
943 op->active_prev = NULL; 710 op->active_prev = NULL;
944} 711}
945 712
946/* 713/*
947 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * 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. 731 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
966 */ 733 */
967 734
735void
968void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
969 int update_now=0, flags; 738 int update_now = 0, flags;
970 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
971 740
972 if (op == NULL) { 741 if (op == NULL)
742 {
973 /* this should never happen */ 743 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 745 return;
976 }
977 746 }
747
978 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
979 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
980 * to do in this case. 751 * to do in this case.
981 */ 752 */
982 return; 753 return;
983 } 754 }
984 755
985 /* If the map is saving, don't do anything as everything is 756 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 757 * going to get freed anyways.
987 */ 758 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
989 760 return;
761
990 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 763 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)) { 764 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 766#ifdef MANY_CORES
995 abort(); 767 abort ();
996#endif 768#endif
997 return; 769 return;
998 }
999 770 }
771
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 773 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); 774 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); 775 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); 776 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); 777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1006 778
1007 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1; 782 update_now = 1;
1010 783
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1; 785 update_now = 1;
1013 786
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1; 788 update_now = 1;
1016 789
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1; 791 update_now = 1;
1019 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
1020 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
1021 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
1022 /* This isn't perfect, but I don't expect a lot of objects to 802 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 803 * to have move_allow right now.
1024 */ 804 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1; 806 update_now = 1;
807
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
1028 } 810 }
1029 /* if the object is being removed, we can't make intelligent 811 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 812 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 813 * that is being removed.
1032 */ 814 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 815 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 816 update_now = 1;
1035 } else if (action == UP_OBJ_FACE) { 817 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 818 /* Nothing to do for that case */ ;
1037 }
1038 else { 819 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 820 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 821
1042 if (update_now) { 822 if (update_now)
823 {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 824 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); 825 update_position (op->map, op->x, op->y);
1045 } 826 }
1046 827
1047 if(op->more!=NULL) 828 if (op->more != NULL)
1048 update_object(op->more, action); 829 update_object (op->more, action);
1049} 830}
1050 831
832object::vector object::mortals;
833object::vector object::objects; // not yet used
834object *object::first;
835
836void object::free_mortals ()
837{
838 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
839 if ((*i)->refcnt)
840 ++i; // further delay freeing
841 else
842 {
843 delete *i;
844 mortals.erase (i);
845 }
846
847 static int lastmortals = 0;//D
848
849 if (mortals.size() != lastmortals && lastmortals > 100)//D
850 {
851 lastmortals = mortals.size ();//D
852 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
853 }
854}
855
856object::object ()
857{
858 SET_FLAG (this, FLAG_REMOVED);
859
860 expmul = 1.0;
861 face = blank_face;
862}
863
864object::~object ()
865{
866 free_key_values (this);
867}
868
869void object::link ()
870{
871 count = ++ob_count;
872 uuid = gen_uuid ();
873
874 prev = 0;
875 next = object::first;
876
877 if (object::first)
878 object::first->prev = this;
879
880 object::first = this;
881}
882
883void object::unlink ()
884{
885 if (this == object::first)
886 object::first = next;
887
888 /* Remove this object from the list of used objects */
889 if (prev) prev->next = next;
890 if (next) next->prev = prev;
891
892 prev = 0;
893 next = 0;
894}
895
896object *object::create ()
897{
898 object *op = new object;
899 op->link ();
900 return op;
901}
1051 902
1052/* 903/*
1053 * free_object() frees everything allocated by an object, removes 904 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 905 * 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. 906 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for 907 * The object must have been removed by remove_ob() first for
1057 * this function to succeed. 908 * this function to succeed.
1058 * 909 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 910 * If destroy_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 911 * inventory to the ground.
1061 */ 912 */
913void object::destroy (bool destroy_inventory)
914{
915 if (QUERY_FLAG (this, FLAG_FREED))
916 return;
1062 917
1063void free_object(object *ob) { 918 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1064 free_object2(ob, 0); 919 remove_friendly_object (this);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 920
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 921 if (!QUERY_FLAG (this, FLAG_REMOVED))
1072 LOG(llevDebug,"Free object called with non removed object\n"); 922 remove_ob (this);
1073 dump_object(ob); 923
1074#ifdef MANY_CORES 924 SET_FLAG (this, FLAG_FREED);
1075 abort(); 925
1076#endif 926 if (more)
1077 } 927 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 928 more->destroy (destroy_inventory);
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 929 more = 0;
1080 remove_friendly_object(ob); 930 }
931
932 if (inv)
1081 } 933 {
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 - 934 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 935 * if some form of movement is allowed, let objects
1094 * drop on that space. 936 * drop on that space.
1095 */ 937 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 938 if (destroy_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)) 939 {
1098 { 940 object *op = inv;
1099 op=ob->inv; 941
1100 while(op!=NULL) { 942 while (op)
1101 tmp=op->below; 943 {
1102 remove_ob(op); 944 object *tmp = op->below;
1103 free_object2(op, free_inventory); 945 op->destroy (destroy_inventory);
1104 op=tmp; 946 op = tmp;
947 }
948 }
949 else
950 { /* Put objects in inventory onto this space */
951 object *op = inv;
952
953 while (op)
954 {
955 object *tmp = op->below;
956
957 remove_ob (op);
958
959 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
960 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
961 free_object (op);
962 else
963 {
964 op->x = x;
965 op->y = y;
966 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
967 }
968
969 op = tmp;
970 }
971 }
1105 } 972 }
1106 } 973
1107 else { /* Put objects in inventory onto this space */ 974 // clear those pointers that likely might have circular references to us
1108 op=ob->inv; 975 owner = 0;
1109 while(op!=NULL) { 976 enemy = 0;
1110 tmp=op->below; 977 attacked_by = 0;
1111 remove_ob(op); 978
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 979 // only relevant for players(?), but make sure of it anyways
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 980 contr = 0;
1114 free_object(op); 981
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 */ 982 /* Remove object from the active list */
1125 ob->speed = 0; 983 speed = 0;
1126 update_ob_speed(ob); 984 update_ob_speed (this);
1127 985
1128 SET_FLAG(ob, FLAG_FREED); 986 unlink ();
1129 ob->count = 0;
1130 987
1131 /* Remove this object from the list of used objects */ 988 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} 989}
1216 990
1217/* 991/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 992 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 993 * weight of an object (and what is carried by it's environment(s)).
1220 */ 994 */
1221 995
996void
1222void sub_weight (object *op, signed long weight) { 997sub_weight (object *op, signed long weight)
998{
1223 while (op != NULL) { 999 while (op != NULL)
1000 {
1224 if (op->type == CONTAINER) { 1001 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1002 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1003
1227 op->carrying-=weight; 1004 op->carrying -= weight;
1228 op = op->env; 1005 op = op->env;
1229 } 1006 }
1230} 1007}
1231 1008
1232/* remove_ob(op): 1009/* remove_ob(op):
1233 * This function removes the object op from the linked list of objects 1010 * 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 1011 * which it is currently tied to. When this function is done, the
1236 * environment, the x and y coordinates will be updated to 1013 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1014 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1015 * Beware: This function is called from the editor as well!
1239 */ 1016 */
1240 1017
1018void
1241void remove_ob(object *op) { 1019remove_ob (object *op)
1020{
1242 object *tmp,*last=NULL; 1021 object *tmp, *last = 0;
1243 object *otmp; 1022 object *otmp;
1244 tag_t tag; 1023
1245 int check_walk_off; 1024 int check_walk_off;
1246 mapstruct *m; 1025 maptile *m;
1026
1247 sint16 x,y; 1027 sint16 x, y;
1248
1249 1028
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1029 if (QUERY_FLAG (op, FLAG_REMOVED))
1251 dump_object(op); 1030 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1031
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); 1032 SET_FLAG (op, FLAG_REMOVED);
1270 1033
1034 if (op->more != NULL)
1035 remove_ob (op->more);
1036
1271 /* 1037 /*
1272 * In this case, the object to be removed is in someones 1038 * In this case, the object to be removed is in someones
1273 * inventory. 1039 * inventory.
1274 */ 1040 */
1275 if(op->env!=NULL) { 1041 if (op->env != NULL)
1042 {
1276 if(op->nrof) 1043 if (op->nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1044 sub_weight (op->env, op->weight * op->nrof);
1278 else 1045 else
1279 sub_weight(op->env, op->weight+op->carrying); 1046 sub_weight (op->env, op->weight + op->carrying);
1280 1047
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1048 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1049 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1050 * to save cpu time.
1284 */ 1051 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1052 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); 1053 fix_player (otmp);
1288 1054
1289 if(op->above!=NULL) 1055 if (op->above != NULL)
1290 op->above->below=op->below; 1056 op->above->below = op->below;
1291 else 1057 else
1292 op->env->inv=op->below; 1058 op->env->inv = op->below;
1293 1059
1294 if(op->below!=NULL) 1060 if (op->below != NULL)
1295 op->below->above=op->above; 1061 op->below->above = op->above;
1296 1062
1297 /* we set up values so that it could be inserted into 1063 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1064 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1065 * to the caller to decide what we want to do.
1300 */ 1066 */
1301 op->x=op->env->x,op->y=op->env->y; 1067 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; 1068 op->map = op->env->map;
1304 op->above=NULL,op->below=NULL; 1069 op->above = NULL, op->below = NULL;
1305 op->env=NULL; 1070 op->env = NULL;
1306 return; 1071 }
1072 else if (op->map)
1307 } 1073 {
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x; 1074 x = op->x;
1313 y = op->y; 1075 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y); 1076 m = get_map_from_coord (op->map, &x, &y);
1315 1077
1316 if (!m) { 1078 if (!m)
1079 {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1080 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); 1081 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue. 1082 /* 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 1083 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed. 1084 * screwed up and should be fixed.
1322 */ 1085 */
1323 abort(); 1086 abort ();
1324 } 1087 }
1088
1325 if (op->map != m) { 1089 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", 1090 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); 1091 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329 1092
1330 /* Re did the following section of code - it looks like it had 1093 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about 1094 * lots of logic for things we no longer care about
1332 */ 1095 */
1333 1096
1334 /* link the object above us */ 1097 /* link the object above us */
1335 if (op->above) 1098 if (op->above)
1336 op->above->below=op->below; 1099 op->above->below = op->below;
1337 else 1100 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1101 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1339 1102
1340 /* Relink the object below us, if there is one */ 1103 /* Relink the object below us, if there is one */
1341 if(op->below) { 1104 if (op->below)
1342 op->below->above=op->above; 1105 op->below->above = op->above;
1343 } else { 1106 else
1107 {
1344 /* Nothing below, which means we need to relink map object for this space 1108 /* 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 1109 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1110 * evident
1347 */ 1111 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1112 if (GET_MAP_OB (m, x, y) != op)
1349 dump_object(op); 1113 {
1114 char *dump = dump_object (op);
1115 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); 1116 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1351 dump_object(GET_MAP_OB(m,x,y)); 1117 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 1118 dump = dump_object (GET_MAP_OB (m, x, y));
1353 } 1119 LOG (llevError, "%s\n", dump);
1120 free (dump);
1121 }
1122
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1123 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1355 } 1124 }
1356 op->above=NULL; 1125
1126 op->above = 0;
1357 op->below=NULL; 1127 op->below = 0;
1358 1128
1359 if (op->map->in_memory == MAP_SAVING) 1129 if (op->map->in_memory == MAP_SAVING)
1360 return; 1130 return;
1361 1131
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1132 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1133
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1134 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1135 {
1365 /* No point updating the players look faces if he is the object 1136 /* No point updating the players look faces if he is the object
1366 * being removed. 1137 * being removed.
1367 */ 1138 */
1368 1139
1369 if(tmp->type==PLAYER && tmp!=op) { 1140 if (tmp->type == PLAYER && tmp != op)
1141 {
1370 /* If a container that the player is currently using somehow gets 1142 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1143 * removed (most likely destroyed), update the player view
1372 * appropriately. 1144 * appropriately.
1373 */ 1145 */
1374 if (tmp->container==op) { 1146 if (tmp->container == op)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1147 {
1376 tmp->container=NULL; 1148 CLEAR_FLAG (op, FLAG_APPLIED);
1377 } 1149 tmp->container = NULL;
1150 }
1151
1378 tmp->contr->socket.update_look=1; 1152 tmp->contr->socket.update_look = 1;
1379 } 1153 }
1154
1380 /* See if player moving off should effect something */ 1155 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1156 if (check_walk_off
1157 && ((op->move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1158 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1383 1159 {
1384 move_apply(tmp, op, NULL); 1160 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 1161
1162 if (op->destroyed ())
1163 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1164 }
1165
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1166 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1167
1393 if(tmp->above == tmp) 1168 if (tmp->above == tmp)
1394 tmp->above = NULL; 1169 tmp->above = NULL;
1395 last=tmp; 1170
1396 } 1171 last = tmp;
1172 }
1173
1397 /* last == NULL of there are no objects on this space */ 1174 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1175 if (last == NULL)
1176 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1177 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1178 * 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 1179 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1180 * be correct anyways.
1403 */ 1181 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1182 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1183 update_position (op->map, op->x, op->y);
1406 } 1184 }
1407 else 1185 else
1408 update_object(last, UP_OBJ_REMOVE); 1186 update_object (last, UP_OBJ_REMOVE);
1409 1187
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1188 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y); 1189 update_all_los (op->map, op->x, op->y);
1412 1190 }
1413} 1191}
1414 1192
1415/* 1193/*
1416 * merge_ob(op,top): 1194 * merge_ob(op,top):
1417 * 1195 *
1418 * This function goes through all objects below and including top, and 1196 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1197 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1198 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1199 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1200 */
1423 1201object *
1424object *merge_ob(object *op, object *top) { 1202merge_ob (object *op, object *top)
1203{
1425 if(!op->nrof) 1204 if (!op->nrof)
1426 return 0; 1205 return 0;
1206
1427 if(top==NULL) 1207 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1208 for (top = op; top != NULL && top->above != NULL; top = top->above);
1209
1429 for(;top!=NULL;top=top->below) { 1210 for (; top != NULL; top = top->below)
1211 {
1430 if(top==op) 1212 if (top == op)
1431 continue; 1213 continue;
1432 if (CAN_MERGE(op,top)) 1214 if (CAN_MERGE (op, top))
1433 { 1215 {
1434 top->nrof+=op->nrof; 1216 top->nrof += op->nrof;
1217
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1218/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1219 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1220 remove_ob (op);
1438 free_object(op); 1221 free_object (op);
1439 return top; 1222 return top;
1440 } 1223 }
1441 } 1224 }
1225
1442 return NULL; 1226 return 0;
1443} 1227}
1444 1228
1445/* 1229/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1230 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1231 * job preparing multi-part monsters
1448 */ 1232 */
1233object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1234insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1235{
1450 object* tmp; 1236 object *tmp;
1237
1451 if (op->head) 1238 if (op->head)
1452 op=op->head; 1239 op = op->head;
1240
1453 for (tmp=op;tmp;tmp=tmp->more){ 1241 for (tmp = op; tmp; tmp = tmp->more)
1242 {
1454 tmp->x=x+tmp->arch->clone.x; 1243 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1244 tmp->y = y + tmp->arch->clone.y;
1456 } 1245 }
1246
1457 return insert_ob_in_map (op, m, originator, flag); 1247 return insert_ob_in_map (op, m, originator, flag);
1458} 1248}
1459 1249
1460/* 1250/*
1461 * insert_ob_in_map (op, map, originator, flag): 1251 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1252 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1266 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1267 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1268 * just 'op' otherwise
1479 */ 1269 */
1480 1270
1271object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1272insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1273{
1483 object *tmp, *top, *floor=NULL; 1274 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1275 sint16 x, y;
1485 1276
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1277 if (QUERY_FLAG (op, FLAG_FREED))
1278 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1279 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1280 return NULL;
1281 }
1282
1283 if (m == NULL)
1489 } 1284 {
1490 if(m==NULL) { 1285 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1286 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1287 free (dump);
1288 return op;
1494 } 1289 }
1290
1495 if(out_of_map(m,op->x,op->y)) { 1291 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1292 {
1293 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1294 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1295#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1296 /* 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 1297 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1298 * improperly inserted.
1502 */ 1299 */
1503 abort(); 1300 abort ();
1504#endif 1301#endif
1505 return op; 1302 free (dump);
1303 return op;
1506 } 1304 }
1305
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1306 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1307 {
1308 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1309 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1310 free (dump);
1311 return op;
1511 } 1312 }
1313
1512 if(op->more!=NULL) { 1314 if (op->more != NULL)
1315 {
1513 /* The part may be on a different map. */ 1316 /* The part may be on a different map. */
1514 1317
1515 object *more = op->more; 1318 object *more = op->more;
1516 1319
1517 /* We really need the caller to normalize coordinates - if 1320 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1321 * 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 1322 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1323 * is clear wrong do we normalize it.
1521 */ 1324 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1325 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); 1326 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1327 else if (!more->map)
1328 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1329 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1330 * more->map should always point to the parent.
1530 */ 1331 */
1531 more->map = m; 1332 more->map = m;
1532 } 1333 }
1533 1334
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1335 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1336 {
1535 if ( ! op->head) 1337 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1338 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1339
1537 return NULL; 1340 return NULL;
1538 } 1341 }
1539 } 1342 }
1343
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1344 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1345
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 1346 /* 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 1347 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1348 * need extra work
1549 */ 1349 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1350 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1351 x = op->x;
1552 y = op->y; 1352 y = op->y;
1553 1353
1554 /* this has to be done after we translate the coordinates. 1354 /* this has to be done after we translate the coordinates.
1555 */ 1355 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1356 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1357 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1358 if (CAN_MERGE (op, tmp))
1559 op->nrof+=tmp->nrof; 1359 {
1560 remove_ob(tmp); 1360 op->nrof += tmp->nrof;
1561 free_object(tmp); 1361 remove_ob (tmp);
1562 } 1362 free_object (tmp);
1563 } 1363 }
1564 1364
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1365 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1366 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1367
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1368 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1369 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1370
1570 if (flag & INS_BELOW_ORIGINATOR) { 1371 if (flag & INS_BELOW_ORIGINATOR)
1372 {
1571 if (originator->map != op->map || originator->x != op->x || 1373 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1374 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1375 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1376 abort ();
1575 } 1377 }
1378
1576 op->above = originator; 1379 op->above = originator;
1577 op->below = originator->below; 1380 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1381
1382 if (op->below)
1383 op->below->above = op;
1384 else
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1385 SET_MAP_OB (op->map, op->x, op->y, op);
1386
1580 /* since *below* originator, no need to update top */ 1387 /* since *below* originator, no need to update top */
1581 originator->below = op; 1388 originator->below = op;
1582 } else { 1389 }
1390 else
1391 {
1583 /* If there are other objects, then */ 1392 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1393 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1394 {
1585 object *last=NULL; 1395 object *last = NULL;
1586 /* 1396
1397 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1398 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1399 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1400 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1401 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1402 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1403 * 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 1404 * 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 1405 * 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 1406 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1407 * that flying non pickable objects are spell objects.
1597 */ 1408 */
1598 1409
1599 while (top != NULL) { 1410 while (top != NULL)
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1411 {
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1412 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1602 if (QUERY_FLAG(top, FLAG_NO_PICK) 1413 floor = top;
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1414
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1415 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1605 { 1416 {
1606 /* We insert above top, so we want this object below this */ 1417 /* We insert above top, so we want this object below this */
1607 top=top->below; 1418 top = top->below;
1608 break; 1419 break;
1609 } 1420 }
1610 last = top; 1421
1611 top = top->above; 1422 last = top;
1612 } 1423 top = top->above;
1424 }
1425
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1426 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1427 top = last;
1615 1428
1616 /* We let update_position deal with figuring out what the space 1429 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1430 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1431 * makes things faster, and effectively the same result.
1619 */ 1432 */
1620 1433
1621 /* Have object 'fall below' other objects that block view. 1434 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1435 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1436 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1437 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1438 * stacking is a bit odd.
1626 */ 1439 */
1627 if (!(flag & INS_ON_TOP) && 1440 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1441 (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)) { 1442 {
1630 for (last=top; last != floor; last=last->below) 1443 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1444 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1445 break;
1632 /* Check to see if we found the object that blocks view, 1446 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1447 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1448 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1449 * set top to the object below us.
1636 */ 1450 */
1637 if (last && last->below && last != floor) top=last->below; 1451 if (last && last->below && last != floor)
1638 } 1452 top = last->below;
1639 } /* If objects on this space */ 1453 }
1454 } /* If objects on this space */
1455
1640 if (flag & INS_MAP_LOAD) 1456 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1457 top = GET_MAP_TOP (op->map, op->x, op->y);
1458
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1459 if (flag & INS_ABOVE_FLOOR_ONLY)
1460 top = floor;
1643 1461
1644 /* Top is the object that our object (op) is going to get inserted above. 1462 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1463 */
1646 1464
1647 /* First object on this space */ 1465 /* First object on this space */
1648 if (!top) { 1466 if (!top)
1467 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1468 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1469
1470 if (op->above)
1471 op->above->below = op;
1472
1651 op->below = NULL; 1473 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1474 SET_MAP_OB (op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */ 1475 }
1476 else
1477 { /* get inserted into the stack above top */
1654 op->above = top->above; 1478 op->above = top->above;
1655 if (op->above) op->above->below = op; 1479
1480 if (op->above)
1481 op->above->below = op;
1482
1656 op->below = top; 1483 op->below = top;
1657 top->above = op; 1484 top->above = op;
1658 } 1485 }
1486
1659 if (op->above==NULL) 1487 if (op->above == NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1488 SET_MAP_TOP (op->map, op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */ 1489 } /* else not INS_BELOW_ORIGINATOR */
1662 1490
1663 if(op->type==PLAYER) 1491 if (op->type == PLAYER)
1664 op->contr->do_los=1; 1492 op->contr->do_los = 1;
1665 1493
1666 /* If we have a floor, we know the player, if any, will be above 1494 /* 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. 1495 * it, so save a few ticks and start from there.
1668 */ 1496 */
1669 if (!(flag & INS_MAP_LOAD)) 1497 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1498 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1671 if (tmp->type == PLAYER) 1499 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1; 1500 tmp->contr->socket.update_look = 1;
1673 }
1674 1501
1675 /* If this object glows, it may affect lighting conditions that are 1502 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1503 * 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 1504 * 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 1505 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1506 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1507 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1508 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1509 * of effect may be sufficient.
1683 */ 1510 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1511 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1512 update_all_los (op->map, op->x, op->y);
1686 1513
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1515 update_object (op, UP_OBJ_INSERT);
1690 1516
1691
1692 /* Don't know if moving this to the end will break anything. However, 1517 /* 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. 1518 * we want to have update_look set above before calling this.
1694 * 1519 *
1695 * check_move_on() must be after this because code called from 1520 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1521 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1522 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1523 * update_object().
1699 */ 1524 */
1700 1525
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1526 /* 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) { 1527 if (!(flag & INS_NO_WALK_ON) && !op->head)
1528 {
1704 if (check_move_on(op, originator)) 1529 if (check_move_on (op, originator))
1705 return NULL; 1530 return NULL;
1706 1531
1707 /* If we are a multi part object, lets work our way through the check 1532 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1533 * walk on's.
1709 */ 1534 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1535 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1536 if (check_move_on (tmp, originator))
1712 return NULL; 1537 return NULL;
1713 } 1538 }
1539
1714 return op; 1540 return op;
1715} 1541}
1716 1542
1717/* this function inserts an object in the map, but if it 1543/* 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. 1544 * 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. 1545 * op is the object to insert it under: supplies x and the map.
1720 */ 1546 */
1547void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1548replace_insert_ob_in_map (const char *arch_string, object *op)
1549{
1722 object *tmp; 1550 object *
1723 object *tmp1; 1551 tmp;
1552 object *
1553 tmp1;
1724 1554
1725 /* first search for itself and remove any old instances */ 1555 /* first search for itself and remove any old instances */
1726 1556
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1557 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1558 {
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1559 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1560 {
1729 remove_ob(tmp); 1561 remove_ob (tmp);
1730 free_object(tmp); 1562 free_object (tmp);
1731 } 1563 }
1732 } 1564 }
1733 1565
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1566 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1567
1736 1568 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1569 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1570 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1571}
1740 1572
1741/* 1573/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1574 * 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 1575 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1576 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1577 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1578 * global static errmsg array.
1747 */ 1579 */
1748 1580
1581object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1582get_split_ob (object *orig_ob, uint32 nr)
1750 object *newob; 1583{
1584 object *
1585 newob;
1586 int
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1587 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1588
1753 if(orig_ob->nrof<nr) { 1589 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 } 1590 {
1591 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1592 return NULL;
1593 }
1594
1758 newob = object_create_clone(orig_ob); 1595 newob = object_create_clone (orig_ob);
1596
1759 if((orig_ob->nrof-=nr)<1) { 1597 if ((orig_ob->nrof -= nr) < 1)
1598 {
1760 if ( ! is_removed) 1599 if (!is_removed)
1761 remove_ob(orig_ob); 1600 remove_ob (orig_ob);
1762 free_object2(orig_ob, 1); 1601 free_object2 (orig_ob, 1);
1763 } 1602 }
1764 else if ( ! is_removed) { 1603 else if (!is_removed)
1604 {
1765 if(orig_ob->env!=NULL) 1605 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1606 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1607 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1608 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1609 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"); 1610 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1611 return NULL;
1772 } 1612 }
1773 } 1613 }
1614
1774 newob->nrof=nr; 1615 newob->nrof = nr;
1775 1616
1776 return newob; 1617 return newob;
1777} 1618}
1778 1619
1779/* 1620/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1621 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1622 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1623 * is subsequently removed and freed.
1783 * 1624 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1625 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1626 */
1786 1627
1628object *
1787object *decrease_ob_nr (object *op, uint32 i) 1629decrease_ob_nr (object *op, uint32 i)
1788{ 1630{
1789 object *tmp; 1631 object *tmp;
1790 player *pl; 1632 player *pl;
1791 1633
1792 if (i == 0) /* objects with op->nrof require this check */ 1634 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1635 return op;
1794 1636
1795 if (i > op->nrof) 1637 if (i > op->nrof)
1796 i = op->nrof; 1638 i = op->nrof;
1797 1639
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1640 if (QUERY_FLAG (op, FLAG_REMOVED))
1641 op->nrof -= i;
1642 else if (op->env != NULL)
1643 {
1644 /* is this object in the players inventory, or sub container
1645 * therein?
1646 */
1647 tmp = is_player_inv (op->env);
1648 /* nope. Is this a container the player has opened?
1649 * If so, set tmp to that player.
1650 * IMO, searching through all the players will mostly
1651 * likely be quicker than following op->env to the map,
1652 * and then searching the map for a player.
1653 */
1654 if (!tmp)
1655 {
1656 for (pl = first_player; pl; pl = pl->next)
1657 if (pl->ob->container == op->env)
1658 break;
1659 if (pl)
1660 tmp = pl->ob;
1661 else
1662 tmp = NULL;
1663 }
1664
1665 if (i < op->nrof)
1666 {
1667 sub_weight (op->env, op->weight * i);
1668 op->nrof -= i;
1669 if (tmp)
1670 {
1671 esrv_send_item (tmp, op);
1672 }
1673 }
1674 else
1675 {
1676 remove_ob (op);
1677 op->nrof = 0;
1678 if (tmp)
1679 {
1680 esrv_del_item (tmp->contr, op->count);
1681 }
1682 }
1799 { 1683 }
1684 else
1685 {
1686 object *above = op->above;
1687
1688 if (i < op->nrof)
1800 op->nrof -= i; 1689 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 { 1690 else
1691 {
1828 remove_ob (op); 1692 remove_ob (op);
1829 op->nrof = 0; 1693 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1694 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1695
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 */ 1696 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1697 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1698 if (tmp->type == PLAYER)
1699 {
1848 if (op->nrof) 1700 if (op->nrof)
1849 esrv_send_item(tmp, op); 1701 esrv_send_item (tmp, op);
1850 else 1702 else
1851 esrv_del_item(tmp->contr, op->count); 1703 esrv_del_item (tmp->contr, op->count);
1852 } 1704 }
1853 } 1705 }
1854 1706
1855 if (op->nrof) { 1707 if (op->nrof)
1856 return op; 1708 return op;
1857 } else { 1709 else
1710 {
1858 free_object (op); 1711 free_object (op);
1859 return NULL; 1712 return NULL;
1860 } 1713 }
1861} 1714}
1862 1715
1863/* 1716/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1717 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1718 * and also updates how much the environment(s) is/are carrying.
1866 */ 1719 */
1867 1720
1721void
1868void add_weight (object *op, signed long weight) { 1722add_weight (object *op, signed long weight)
1723{
1869 while (op!=NULL) { 1724 while (op != NULL)
1725 {
1870 if (op->type == CONTAINER) { 1726 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1727 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1728
1873 op->carrying+=weight; 1729 op->carrying += weight;
1874 op=op->env; 1730 op = op->env;
1875 } 1731 }
1876} 1732}
1877 1733
1878/* 1734/*
1879 * insert_ob_in_ob(op,environment): 1735 * insert_ob_in_ob(op,environment):
1880 * This function inserts the object op in the linked list 1736 * This function inserts the object op in the linked list
1887 * 1743 *
1888 * The function returns now pointer to inserted item, and return value can 1744 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1745 * be != op, if items are merged. -Tero
1890 */ 1746 */
1891 1747
1748object *
1892object *insert_ob_in_ob(object *op,object *where) { 1749insert_ob_in_ob (object *op, object *where)
1893 object *tmp, *otmp; 1750{
1751 object *
1752 tmp, *
1753 otmp;
1894 1754
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1755 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1756 {
1757 char *dump = dump_object (op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1758 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1759 free (dump);
1898 return op; 1760 return op;
1899 } 1761 }
1762
1900 if(where==NULL) { 1763 if (where == NULL)
1901 dump_object(op); 1764 {
1765 char *dump = dump_object (op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1766 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1767 free (dump);
1903 return op; 1768 return op;
1904 } 1769 }
1770
1905 if (where->head) { 1771 if (where->head)
1906 LOG(llevDebug, 1772 {
1907 "Warning: Tried to insert object wrong part of multipart object.\n"); 1773 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head; 1774 where = where->head;
1909 } 1775 }
1776
1910 if (op->more) { 1777 if (op->more)
1778 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1779 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1780 return op;
1914 } 1781 }
1782
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1783 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1784 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1785 if (op->nrof)
1786 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1787 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1788 if (CAN_MERGE (tmp, op))
1789 {
1920 /* return the original object and remove inserted object 1790 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1791 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1792 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1793 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1794 * tmp->nrof, we need to increase the weight.
1925 */ 1795 */
1926 add_weight (where, op->weight*op->nrof); 1796 add_weight (where, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1797 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1798 free_object (op); /* free the inserted object */
1929 op = tmp; 1799 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1800 remove_ob (op); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1801 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1802 break;
1933 } 1803 }
1934 1804
1935 /* I assume combined objects have no inventory 1805 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1806 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1807 * (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 1808 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1809 * the linking below
1940 */ 1810 */
1941 add_weight (where, op->weight*op->nrof); 1811 add_weight (where, op->weight * op->nrof);
1812 }
1942 } else 1813 else
1943 add_weight (where, (op->weight+op->carrying)); 1814 add_weight (where, (op->weight + op->carrying));
1944 1815
1945 otmp=is_player_inv(where); 1816 otmp = is_player_inv (where);
1946 if (otmp&&otmp->contr!=NULL) { 1817 if (otmp && otmp->contr != NULL)
1818 {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1819 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1820 fix_player (otmp);
1949 } 1821 }
1950 1822
1951 op->map=NULL; 1823 op->map = NULL;
1952 op->env=where; 1824 op->env = where;
1953 op->above=NULL; 1825 op->above = NULL;
1954 op->below=NULL; 1826 op->below = NULL;
1955 op->x=0,op->y=0; 1827 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1828
1958 /* reset the light list and los of the players on the map */ 1829 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1830 if ((op->glow_radius != 0) && where->map)
1960 { 1831 {
1961#ifdef DEBUG_LIGHTS 1832#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1833 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1834#endif /* DEBUG_LIGHTS */
1835 if (MAP_DARKNESS (where->map))
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1836 update_all_los (where->map, where->x, where->y);
1966 } 1837 }
1967 1838
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1839 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1840 * It sure simplifies this function...
1970 */ 1841 */
1971 if (where->inv==NULL) 1842 if (where->inv == NULL)
1972 where->inv=op; 1843 where->inv = op;
1973 else { 1844 else
1845 {
1974 op->below = where->inv; 1846 op->below = where->inv;
1975 op->below->above = op; 1847 op->below->above = op;
1976 where->inv = op; 1848 where->inv = op;
1977 } 1849 }
1978 return op; 1850 return op;
1979} 1851}
1980 1852
1981/* 1853/*
1982 * Checks if any objects has a move_type that matches objects 1854 * 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 1869 * 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 1870 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1871 * on top.
2000 */ 1872 */
2001 1873
1874int
2002int check_move_on (object *op, object *originator) 1875check_move_on (object *op, object *originator)
2003{ 1876{
2004 object *tmp; 1877 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1878 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1879 int x = op->x, y = op->y;
1880
2008 MoveType move_on, move_slow, move_block; 1881 MoveType move_on, move_slow, move_block;
2009 1882
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1883 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; 1884 return 0;
1885
1886 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1887 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1888 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1889
1890 /* if nothing on this space will slow op down or be applied,
1891 * no need to do checking below. have to make sure move_type
1892 * is set, as lots of objects don't have it set - we treat that
1893 * as walking.
1894 */
1895 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1896 return 0;
1897
1898 /* This is basically inverse logic of that below - basically,
1899 * if the object can avoid the move on or slow move, they do so,
1900 * but can't do it if the alternate movement they are using is
1901 * blocked. Logic on this seems confusing, but does seem correct.
1902 */
1903 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1904 return 0;
1905
1906 /* The objects have to be checked from top to bottom.
1907 * Hence, we first go to the top:
1908 */
1909
1910 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1911 {
1912 /* Trim the search when we find the first other spell effect
1913 * this helps performance so that if a space has 50 spell objects,
1914 * we don't need to check all of them.
1915 */
1916 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1917 break;
1918 }
1919
1920 for (; tmp; tmp = tmp->below)
1921 {
1922 if (tmp == op)
1923 continue; /* Can't apply yourself */
1924
1925 /* Check to see if one of the movement types should be slowed down.
1926 * Second check makes sure that the movement types not being slowed
1927 * (~slow_move) is not blocked on this space - just because the
1928 * space doesn't slow down swimming (for example), if you can't actually
1929 * swim on that space, can't use it to avoid the penalty.
1930 */
1931 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1932 {
1933 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1934 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1935 {
1936
1937 float
1938 diff = tmp->move_slow_penalty * FABS (op->speed);
1939
1940 if (op->type == PLAYER)
1941 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1942 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1943 diff /= 4.0;
1944
1945 op->speed_left -= diff;
1946 }
1947 }
1948
1949 /* Basically same logic as above, except now for actual apply. */
1950 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1951 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1952 {
1953 move_apply (tmp, op, originator);
1954
1955 if (op->destroyed ())
1956 return 1;
1957
1958 /* what the person/creature stepped onto has moved the object
1959 * someplace new. Don't process any further - if we did,
1960 * have a feeling strange problems would result.
1961 */
1962 if (op->map != m || op->x != x || op->y != y)
1963 return 0;
1964 }
1965 }
1966
1967 return 0;
2091} 1968}
2092 1969
2093/* 1970/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1971 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1972 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1973 * The first matching object is returned, or NULL if none.
2097 */ 1974 */
2098 1975
1976object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1977present_arch (const archetype *at, maptile *m, int x, int y)
1978{
2100 object *tmp; 1979 object *
1980 tmp;
1981
2101 if(m==NULL || out_of_map(m,x,y)) { 1982 if (m == NULL || out_of_map (m, x, y))
1983 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1984 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1985 return NULL;
2104 } 1986 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1987 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1988 if (tmp->arch == at)
2107 return tmp; 1989 return tmp;
2108 return NULL; 1990 return NULL;
2109} 1991}
2110 1992
2111/* 1993/*
2112 * present(type, map, x, y) searches for any objects with 1994 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1995 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1996 * The first matching object is returned, or NULL if none.
2115 */ 1997 */
2116 1998
1999object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 2000present (unsigned char type, maptile *m, int x, int y)
2001{
2118 object *tmp; 2002 object *
2003 tmp;
2004
2119 if(out_of_map(m,x,y)) { 2005 if (out_of_map (m, x, y))
2006 {
2120 LOG(llevError,"Present called outside map.\n"); 2007 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 2008 return NULL;
2122 } 2009 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2010 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 2011 if (tmp->type == type)
2125 return tmp; 2012 return tmp;
2126 return NULL; 2013 return NULL;
2127} 2014}
2128 2015
2129/* 2016/*
2130 * present_in_ob(type, object) searches for any objects with 2017 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 2018 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 2019 * The first matching object is returned, or NULL if none.
2133 */ 2020 */
2134 2021
2022object *
2135object *present_in_ob(unsigned char type, const object *op) { 2023present_in_ob (unsigned char type, const object *op)
2024{
2136 object *tmp; 2025 object *
2026 tmp;
2027
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2028 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 2029 if (tmp->type == type)
2139 return tmp; 2030 return tmp;
2140 return NULL; 2031 return NULL;
2141} 2032}
2142 2033
2143/* 2034/*
2153 * the object name, not the archetype name. this is so that the 2044 * 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 2045 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2046 * to be unique.
2156 */ 2047 */
2157 2048
2049object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2050present_in_ob_by_name (int type, const char *str, const object *op)
2051{
2159 object *tmp; 2052 object *
2053 tmp;
2160 2054
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2055 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2056 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2057 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2058 return tmp;
2164 } 2059 }
2165 return NULL; 2060 return NULL;
2166} 2061}
2167 2062
2168/* 2063/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2064 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2065 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2066 * The first matching object is returned, or NULL if none.
2172 */ 2067 */
2173 2068
2069object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2070present_arch_in_ob (const archetype *at, const object *op)
2071{
2175 object *tmp; 2072 object *
2073 tmp;
2074
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2075 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2076 if (tmp->arch == at)
2178 return tmp; 2077 return tmp;
2179 return NULL; 2078 return NULL;
2180} 2079}
2181 2080
2182/* 2081/*
2183 * activate recursively a flag on an object inventory 2082 * activate recursively a flag on an object inventory
2184 */ 2083 */
2084void
2185void flag_inv(object*op, int flag){ 2085flag_inv (object *op, int flag)
2086{
2186 object *tmp; 2087 object *
2088 tmp;
2089
2187 if(op->inv) 2090 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2091 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2092 {
2189 SET_FLAG(tmp, flag); 2093 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2094 flag_inv (tmp, flag);
2191 } 2095 }
2192}/* 2096} /*
2193 * desactivate recursively a flag on an object inventory 2097 * desactivate recursively a flag on an object inventory
2194 */ 2098 */
2099void
2195void unflag_inv(object*op, int flag){ 2100unflag_inv (object *op, int flag)
2101{
2196 object *tmp; 2102 object *
2103 tmp;
2104
2197 if(op->inv) 2105 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2106 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2107 {
2199 CLEAR_FLAG(tmp, flag); 2108 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2109 unflag_inv (tmp, flag);
2201 } 2110 }
2202} 2111}
2203 2112
2204/* 2113/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2114 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2115 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2116 * 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. 2117 * him/her-self and all object carried by a call to this function.
2209 */ 2118 */
2210 2119
2120void
2211void set_cheat(object *op) { 2121set_cheat (object *op)
2122{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2123 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2124 flag_inv (op, FLAG_WAS_WIZ);
2214} 2125}
2215 2126
2216/* 2127/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2128 * 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 2129 * 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 2144 * 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 2145 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2146 * customized, changed states, etc.
2236 */ 2147 */
2237 2148
2149int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2150find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2151{
2152 int
2153 i,
2239 int i,index=0, flag; 2154 index = 0, flag;
2155 static int
2240 static int altern[SIZEOFFREE]; 2156 altern[SIZEOFFREE];
2241 2157
2242 for(i=start;i<stop;i++) { 2158 for (i = start; i < stop; i++)
2159 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2160 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2161 if (!flag)
2245 altern[index++]=i; 2162 altern[index++] = i;
2246 2163
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2164 /* 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. 2165 * 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 - 2166 * 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 2167 * 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 2168 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2169 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2170 * won't look 2 spaces south of the target space.
2254 */ 2171 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2172 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2173 stop = maxfree[i];
2257 } 2174 }
2258 if(!index) return -1; 2175 if (!index)
2176 return -1;
2259 return altern[RANDOM()%index]; 2177 return altern[RANDOM () % index];
2260} 2178}
2261 2179
2262/* 2180/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2181 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2182 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2183 * 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. 2184 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2185 */
2268 2186
2187int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2188find_first_free_spot (const object *ob, maptile *m, int x, int y)
2189{
2190 int
2270 int i; 2191 i;
2192
2271 for(i=0;i<SIZEOFFREE;i++) { 2193 for (i = 0; i < SIZEOFFREE; i++)
2194 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2195 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2196 return i;
2274 } 2197 }
2275 return -1; 2198 return -1;
2276} 2199}
2277 2200
2278/* 2201/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2202 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2203 * arr[begin..end-1].
2281 */ 2204 */
2205static void
2282static void permute(int *arr, int begin, int end) 2206permute (int *arr, int begin, int end)
2283{ 2207{
2284 int i, j, tmp, len; 2208 int
2209 i,
2210 j,
2211 tmp,
2212 len;
2285 2213
2286 len = end-begin; 2214 len = end - begin;
2287 for(i = begin; i < end; i++) 2215 for (i = begin; i < end; i++)
2288 { 2216 {
2289 j = begin+RANDOM()%len; 2217 j = begin + RANDOM () % len;
2290 2218
2291 tmp = arr[i]; 2219 tmp = arr[i];
2292 arr[i] = arr[j]; 2220 arr[i] = arr[j];
2293 arr[j] = tmp; 2221 arr[j] = tmp;
2294 } 2222 }
2295} 2223}
2296 2224
2297/* new function to make monster searching more efficient, and effective! 2225/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2226 * 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 2227 * 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 2228 * 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 2229 * 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. 2230 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2231 */
2232void
2304void get_search_arr(int *search_arr) 2233get_search_arr (int *search_arr)
2305{ 2234{
2235 int
2306 int i; 2236 i;
2307 2237
2308 for(i = 0; i < SIZEOFFREE; i++) 2238 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2239 {
2310 search_arr[i] = i; 2240 search_arr[i] = i;
2311 } 2241 }
2312 2242
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2243 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2244 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2245 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2246}
2317 2247
2318/* 2248/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2249 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2250 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2256 * 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 2257 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2258 * there is capable of.
2329 */ 2259 */
2330 2260
2261int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2262find_dir (maptile *m, int x, int y, object *exclude)
2263{
2264 int
2265 i,
2332 int i,max=SIZEOFFREE, mflags; 2266 max = SIZEOFFREE, mflags;
2267
2333 sint16 nx, ny; 2268 sint16 nx, ny;
2334 object *tmp; 2269 object *
2335 mapstruct *mp; 2270 tmp;
2271 maptile *
2272 mp;
2273
2336 MoveType blocked, move_type; 2274 MoveType blocked, move_type;
2337 2275
2338 if (exclude && exclude->head) { 2276 if (exclude && exclude->head)
2277 {
2339 exclude = exclude->head; 2278 exclude = exclude->head;
2340 move_type = exclude->move_type; 2279 move_type = exclude->move_type;
2341 } else { 2280 }
2281 else
2282 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2283 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2284 move_type = MOVE_ALL;
2285 }
2286
2287 for (i = 1; i < max; i++)
2344 } 2288 {
2345 2289 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2290 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2291 ny = y + freearr_y[i];
2350 2292
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2293 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2294 if (mflags & P_OUT_OF_MAP)
2295 {
2353 max = maxfree[i]; 2296 max = maxfree[i];
2354 } else { 2297 }
2298 else
2299 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2300 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2301
2357 if ((move_type & blocked) == move_type) { 2302 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2303 {
2304 max = maxfree[i];
2305 }
2359 } else if (mflags & P_IS_ALIVE) { 2306 else if (mflags & P_IS_ALIVE)
2307 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2308 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2309 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2310 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2311 {
2364 } 2312 break;
2365 } 2313 }
2366 if(tmp) { 2314 }
2367 return freedir[i]; 2315 if (tmp)
2368 } 2316 {
2317 return freedir[i];
2318 }
2319 }
2320 }
2369 } 2321 }
2370 }
2371 }
2372 return 0; 2322 return 0;
2373} 2323}
2374 2324
2375/* 2325/*
2376 * distance(object 1, object 2) will return the square of the 2326 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2327 * distance between the two given objects.
2378 */ 2328 */
2379 2329
2330int
2380int distance(const object *ob1, const object *ob2) { 2331distance (const object *ob1, const object *ob2)
2332{
2381 int i; 2333 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2334 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2335
2336 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2337 return i;
2385} 2338}
2386 2339
2387/* 2340/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2341 * 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 2342 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2343 * object, needs to travel toward it.
2391 */ 2344 */
2392 2345
2346int
2393int find_dir_2(int x, int y) { 2347find_dir_2 (int x, int y)
2348{
2394 int q; 2349 int
2350 q;
2395 2351
2396 if(y) 2352 if (y)
2397 q=x*100/y; 2353 q = x * 100 / y;
2398 else if (x) 2354 else if (x)
2399 q= -300*x; 2355 q = -300 * x;
2400 else 2356 else
2401 return 0; 2357 return 0;
2402 2358
2403 if(y>0) { 2359 if (y > 0)
2360 {
2404 if(q < -242) 2361 if (q < -242)
2405 return 3 ; 2362 return 3;
2406 if (q < -41) 2363 if (q < -41)
2407 return 2 ; 2364 return 2;
2408 if (q < 41) 2365 if (q < 41)
2409 return 1 ; 2366 return 1;
2410 if (q < 242) 2367 if (q < 242)
2411 return 8 ; 2368 return 8;
2412 return 7 ; 2369 return 7;
2413 } 2370 }
2414 2371
2415 if (q < -242) 2372 if (q < -242)
2416 return 7 ; 2373 return 7;
2417 if (q < -41) 2374 if (q < -41)
2418 return 6 ; 2375 return 6;
2419 if (q < 41) 2376 if (q < 41)
2420 return 5 ; 2377 return 5;
2421 if (q < 242) 2378 if (q < 242)
2422 return 4 ; 2379 return 4;
2423 2380
2424 return 3 ; 2381 return 3;
2425} 2382}
2426 2383
2427/* 2384/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2385 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2386 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2387 * "overflow" in previous calculations of a direction).
2431 */ 2388 */
2432 2389
2390int
2433int absdir(int d) { 2391absdir (int d)
2434 while(d<1) d+=8; 2392{
2435 while(d>8) d-=8; 2393 while (d < 1)
2394 d += 8;
2395 while (d > 8)
2396 d -= 8;
2436 return d; 2397 return d;
2437} 2398}
2438 2399
2439/* 2400/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2401 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2402 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2403 */
2443 2404
2405int
2444int dirdiff(int dir1, int dir2) { 2406dirdiff (int dir1, int dir2)
2407{
2445 int d; 2408 int
2409 d;
2410
2446 d = abs(dir1 - dir2); 2411 d = abs (dir1 - dir2);
2447 if(d>4) 2412 if (d > 4)
2448 d = 8 - d; 2413 d = 8 - d;
2449 return d; 2414 return d;
2450} 2415}
2451 2416
2452/* peterm: 2417/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2422 * 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 2423 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2424 * functions.
2460 */ 2425 */
2461 2426
2427int
2462int reduction_dir[SIZEOFFREE][3] = { 2428 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2429 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2430 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2431 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2432 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2433 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2434 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2435 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2436 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2437 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2438 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2439 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2440 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2441 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2442 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2443 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2444 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2445 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2446 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2447 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2448 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2449 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2450 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2451 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2452 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2453 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2454 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2455 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2456 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2457 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2458 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2459 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2460 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2461 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2462 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2463 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2464 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2465 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2466 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2467 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2468 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2469 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2470 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2471 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2472 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2473 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2474 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2475 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2476 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2477 {24, 9, -1}
2478}; /* 48 */
2512 2479
2513/* Recursive routine to step back and see if we can 2480/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2481 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2482 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2483 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2484 * Modified to be map tile aware -.MSW
2518 */ 2485 */
2519
2520 2486
2487
2488int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2489can_see_monsterP (maptile *m, int x, int y, int dir)
2490{
2522 sint16 dx, dy; 2491 sint16 dx, dy;
2492 int
2523 int mflags; 2493 mflags;
2524 2494
2495 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2496 return 0; /* exit condition: invalid direction */
2526 2497
2527 dx = x + freearr_x[dir]; 2498 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2499 dy = y + freearr_y[dir];
2529 2500
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2501 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2502
2532 /* This functional arguably was incorrect before - it was 2503 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2504 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2505 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2506 * 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 2507 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2508 * at least its move type.
2538 */ 2509 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2510 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2511 return 0;
2540 2512
2541 /* yes, can see. */ 2513 /* yes, can see. */
2542 if(dir < 9) return 1; 2514 if (dir < 9)
2515 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2516 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2517 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} 2518}
2547 2519
2548 2520
2549 2521
2550/* 2522/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2523 * 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 2524 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2525 * picked up, otherwise 0.
2554 * 2526 *
2556 * core dumps if they do. 2528 * core dumps if they do.
2557 * 2529 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2530 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2531 */
2560 2532
2533int
2561int can_pick(const object *who, const object *item) { 2534can_pick (const object *who, const object *item)
2535{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2536 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2537 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2538 !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} 2539}
2567 2540
2568 2541
2569/* 2542/*
2570 * create clone from object to another 2543 * create clone from object to another
2571 */ 2544 */
2545object *
2572object *object_create_clone (object *asrc) { 2546object_create_clone (object *asrc)
2547{
2548 object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2549 dst = NULL, *tmp, *src, *part, *prev, *item;
2574 2550
2551 if (!asrc)
2575 if(!asrc) return NULL; 2552 return NULL;
2576 src = asrc; 2553 src = asrc;
2577 if(src->head) 2554 if (src->head)
2578 src = src->head; 2555 src = src->head;
2579 2556
2580 prev = NULL; 2557 prev = NULL;
2581 for(part = src; part; part = part->more) { 2558 for (part = src; part; part = part->more)
2559 {
2582 tmp = get_object(); 2560 tmp = get_object ();
2583 copy_object(part,tmp); 2561 copy_object (part, tmp);
2584 tmp->x -= src->x; 2562 tmp->x -= src->x;
2585 tmp->y -= src->y; 2563 tmp->y -= src->y;
2586 if(!part->head) { 2564 if (!part->head)
2565 {
2587 dst = tmp; 2566 dst = tmp;
2588 tmp->head = NULL; 2567 tmp->head = NULL;
2568 }
2589 } else { 2569 else
2570 {
2590 tmp->head = dst; 2571 tmp->head = dst;
2591 } 2572 }
2592 tmp->more = NULL; 2573 tmp->more = NULL;
2593 if(prev) 2574 if (prev)
2594 prev->more = tmp; 2575 prev->more = tmp;
2595 prev = tmp; 2576 prev = tmp;
2596 } 2577 }
2597 /*** copy inventory ***/ 2578
2598 for(item = src->inv; item; item = item->below) { 2579 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2580 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2581
2602 return dst; 2582 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} 2583}
2612 2584
2613/* GROS - Creates an object using a string representing its content. */ 2585/* 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 */ 2586/* 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, */ 2587/* 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. */ 2588/* 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. */ 2589/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2590/* Also remember that multiparts objects are not supported for now. */
2619 2591
2592object *
2620object* load_object_str(const char *obstr) 2593load_object_str (const char *obstr)
2621{ 2594{
2622 object *op; 2595 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2596 char filename[MAX_BUF];
2597
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2598 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2599
2626 tempfile=fopen(filename,"w"); 2600 FILE *tempfile = fopen (filename, "w");
2601
2627 if (tempfile == NULL) 2602 if (tempfile == NULL)
2628 { 2603 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2604 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2605 return NULL;
2631 }; 2606 }
2607
2632 fprintf(tempfile,obstr); 2608 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2609 fclose (tempfile);
2634 2610
2635 op=get_object(); 2611 op = get_object ();
2636 2612
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); 2613 object_thawer thawer (filename);
2614
2615 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2616 load_object (thawer, op, 0);
2617
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2618 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2619 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2620
2648 return op; 2621 return op;
2649} 2622}
2650 2623
2651/* This returns the first object in who's inventory that 2624/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2625 * has the same type and subtype match.
2653 * returns NULL if no match. 2626 * returns NULL if no match.
2654 */ 2627 */
2628object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2629find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2630{
2657 object *tmp; 2631 object *tmp;
2658 2632
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2633 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2634 if (tmp->type == type && tmp->subtype == subtype)
2635 return tmp;
2661 2636
2662 return NULL; 2637 return NULL;
2663} 2638}
2664 2639
2665/* If ob has a field named key, return the link from the list, 2640/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2641 * otherwise return NULL.
2667 * 2642 *
2668 * key must be a passed in shared string - otherwise, this won't 2643 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2644 * do the desired thing.
2670 */ 2645 */
2646key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2647get_ob_key_link (const object *ob, const char *key)
2648{
2672 key_value * link; 2649 key_value *link;
2673 2650
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2651 for (link = ob->key_values; link != NULL; link = link->next)
2675 if (link->key == key) { 2652 if (link->key == key)
2676 return link; 2653 return link;
2677 } 2654
2678 }
2679
2680 return NULL; 2655 return NULL;
2681} 2656}
2682 2657
2683/* 2658/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2659 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2660 *
2686 * The argument doesn't need to be a shared string. 2661 * The argument doesn't need to be a shared string.
2687 * 2662 *
2688 * The returned string is shared. 2663 * The returned string is shared.
2689 */ 2664 */
2665const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2666get_ob_key_value (const object *op, const char *const key)
2667{
2691 key_value * link; 2668 key_value *link;
2692 const char * canonical_key; 2669 shstr_cmp canonical_key (key);
2670
2671 if (!canonical_key)
2693 2672 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2673 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2674 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2675 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2676 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2677 */
2702 return NULL; 2678 return 0;
2703 } 2679 }
2704 2680
2705 /* This is copied from get_ob_key_link() above - 2681 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2682 * only 4 lines, and saves the function call overhead.
2707 */ 2683 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2684 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2685 if (link->key == canonical_key)
2710 return link->value; 2686 return link->value;
2711 } 2687
2712 } 2688 return 0;
2713 return NULL;
2714} 2689}
2715 2690
2716 2691
2717/* 2692/*
2718 * Updates the canonical_key in op to value. 2693 * 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 2697 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2698 * keys.
2724 * 2699 *
2725 * Returns TRUE on success. 2700 * Returns TRUE on success.
2726 */ 2701 */
2702int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2703set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2704{
2705 key_value *
2728 key_value * field = NULL, *last=NULL; 2706 field = NULL, *last = NULL;
2729 2707
2730 for (field=op->key_values; field != NULL; field=field->next) { 2708 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2709 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2710 if (field->key != canonical_key)
2737 if (value) 2711 {
2738 field->value = add_string(value); 2712 last = field;
2739 else { 2713 continue;
2714 }
2715
2716 if (value)
2717 field->value = value;
2718 else
2719 {
2740 /* Basically, if the archetype has this key set, 2720 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2721 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2722 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2723 * we get this value back again.
2744 */ 2724 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2725 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2726 field->value = 0;
2747 else { 2727 else
2748 /* Delete this link */ 2728 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2729 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2730 last->next = field->next;
2751 if (last) last->next = field->next; 2731 else
2752 else op->key_values = field->next; 2732 op->key_values = field->next;
2753 free(field); 2733
2754 } 2734 delete field;
2755 } 2735 }
2736 }
2756 return TRUE; 2737 return TRUE;
2757 } 2738 }
2758 /* IF we get here, key doesn't exist */ 2739 /* IF we get here, key doesn't exist */
2759 2740
2760 /* No field, we'll have to add it. */ 2741 /* No field, we'll have to add it. */
2742
2743 if (!add_key)
2761 2744 {
2762 if (!add_key) {
2763 return FALSE; 2745 return FALSE;
2764 } 2746 }
2765 /* There isn't any good reason to store a null 2747 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2748 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2749 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2750 * be here. If user wants to store empty strings,
2769 * should pass in "" 2751 * should pass in ""
2770 */ 2752 */
2771 if (value == NULL) return TRUE; 2753 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; 2754 return TRUE;
2755
2756 field = new key_value;
2757
2758 field->key = canonical_key;
2759 field->value = value;
2760 /* Usual prepend-addition. */
2761 field->next = op->key_values;
2762 op->key_values = field;
2763
2764 return TRUE;
2782} 2765}
2783 2766
2784/* 2767/*
2785 * Updates the key in op to value. 2768 * Updates the key in op to value.
2786 * 2769 *
2788 * and not add new ones. 2771 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2772 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2773 *
2791 * Returns TRUE on success. 2774 * Returns TRUE on success.
2792 */ 2775 */
2776int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2777set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2778{
2795 int floating_ref = FALSE; 2779 shstr key_ (key);
2796 int ret; 2780
2781 return set_ob_key_value_s (op, key_, value, add_key);
2782}
2783
2784object::depth_iterator::depth_iterator (object *container)
2785: iterator_base (container)
2786{
2787 while (item->inv)
2788 item = item->inv;
2789}
2790
2791void
2792object::depth_iterator::next ()
2793{
2794 if (item->below)
2797 2795 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2796 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2797
2800 */ 2798 while (item->inv)
2799 item = item->inv;
2801 2800 }
2802 canonical_key = find_string(key); 2801 else
2803 if (canonical_key == NULL) { 2802 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} 2803}
2804
2805// return a suitable string describing an objetc in enough detail to find it
2806const char *
2807object::debug_desc (char *info) const
2808{
2809 char info2[256 * 3];
2810 char *p = info;
2811
2812 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2813 count,
2814 &name,
2815 title ? " " : "",
2816 title ? (const char *)title : "");
2817
2818 if (env)
2819 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2820
2821 if (map)
2822 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2823
2824 return info;
2825}
2826
2827const char *
2828object::debug_desc () const
2829{
2830 static char info[256 * 3];
2831 return debug_desc (info);
2832}
2833

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