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Comparing deliantra/server/common/object.C (file contents):
Revision 1.8 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.8 2006/08/29 08:01:35 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 201 return 0;
133 * be animated or have a very low speed. Is this an attempted monster 202
134 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
135 */ 206 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
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))
137 return 0; 262 return 0;
138 263
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 266 return 0;
145 267
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 268 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 269 * if it is valid.
158 */ 270 */
159 } 271 }
160 272
161 /* 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
163 * 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
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
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))
278 return 0;
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
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
214 return 0; 300 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
230 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
231 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
236/* 319/*
237 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
240 */ 323 */
241signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
242 signed long sum; 327 long sum;
243 object *inv; 328 object *inv;
329
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
245 if (inv->inv) 332 if (inv->inv)
246 sum_weight(inv); 333 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 335 }
336
249 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
251 if(op->carrying != sum) 340 if (op->carrying != sum)
252 op->carrying = sum; 341 op->carrying = sum;
342
253 return sum; 343 return sum;
254} 344}
255 345
256/** 346/**
257 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
258 */ 348 */
259 349
350object *
260object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
261 while (op->env != NULL) 353 while (op->env != NULL)
262 op = op->env; 354 op = op->env;
263 return op; 355 return op;
264} 356}
265 357
266/* 358/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 360 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 361 * or find a player.
270 */ 362 */
271 363
364object *
272object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 368 if (op->env == op)
275 op->env = NULL; 369 op->env = NULL;
276 return op; 370 return op;
277} 371}
278 372
279/* 373/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 375 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
283 */ 377 */
284 378
285void dump_object2(object *op) { 379char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 380dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 381{
340 char *cp; 382 if (!op)
383 return strdup ("[NULLOBJ]");
341 384
342 if(op==NULL) 385 object_freezer freezer;
343 { 386 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 387 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 388}
382 389
383/* 390/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 391 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
387 */ 394 */
388 395
396object *
389object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
390 object *tmp,*closest; 399 object *tmp, *closest;
391 int last_dist,i; 400 int last_dist, i;
401
392 if(op->more==NULL) 402 if (op->more == NULL)
393 return op; 403 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
397 return closest; 407 return closest;
398} 408}
399 409
400/* 410/*
401 * Returns the object which has the count-variable equal to the argument. 411 * Returns the object which has the count-variable equal to the argument.
402 */ 412 */
403 413
414object *
404object *find_object(tag_t i) { 415find_object (tag_t i)
405 object *op; 416{
406 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 418 if (op->count == i)
408 break; 419 return op;
420
409 return op; 421 return 0;
410} 422}
411 423
412/* 424/*
413 * Returns the first object which has a name equal to the argument. 425 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
416 */ 428 */
417 429
430object *
418object *find_object_name(const char *str) { 431find_object_name (const char *str)
419 const char *name=add_string(str); 432{
433 shstr_cmp str_ (str);
420 object *op; 434 object *op;
435
421 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 437 if (op->name == str_)
423 break; 438 break;
424 free_string(name); 439
425 return op; 440 return op;
426} 441}
427 442
443void
428void free_all_object_data(void) { 444free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 445{
470 if (!op) return; 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 447}
478
479
480 448
481/* 449/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 450 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 451 * skill and experience objects.
484 */ 452 */
485void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
486{ 455{
487 if(owner==NULL||op==NULL) 456 if (!owner)
488 return; 457 return;
489 458
490 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 460 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 462 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid. 464 * didn't match, this check is valid and I believe that cause is valid.
496 */ 465 */
497 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
499 468
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 469 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 clear_object(op);
552} 470}
553 471
554/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 473 * refcounts and freeing the links.
556 */ 474 */
475static void
557static void free_key_values(object * op) { 476free_key_values (object *op)
558 key_value * i; 477{
559 key_value * next = NULL; 478 for (key_value *i = op->key_values; i != 0;)
560 479 {
561 if (op->key_values == NULL) return; 480 key_value *next = i->next;
481 delete i;
482
483 i = next;
562 484 }
563 for (i = op->key_values; i != NULL; i = next) { 485
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; 486 op->key_values = 0;
574} 487}
575 488
489void object::clear ()
490{
491 attachable_base::clear ();
576 492
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); 493 free_key_values (this);
605 494
606 /* the memset will clear all these values for us, but we need 495 owner = 0;
607 * to reduce the refcount on them. 496 name = 0;
608 */ 497 name_pl = 0;
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 498 title = 0;
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 499 race = 0;
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 500 slaying = 0;
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 501 skill = 0;
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 502 msg = 0;
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 503 lore = 0;
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 504 custom_name = 0;
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 505 materialname = 0;
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
618 517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
619 519
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); 520 SET_FLAG (this, FLAG_REMOVED);
626 521
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 */ 522 /* What is not cleared is next, prev, and count */
642 523
643 op->expmul=1.0; 524 expmul = 1.0;
644 op->face = blank_face; 525 face = blank_face;
645 op->attacked_by_count = (tag_t) -1; 526
646 if (settings.casting_time) 527 if (settings.casting_time)
647 op->casting_time = -1; 528 casting_time = -1;
529}
648 530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
649} 538}
650 539
651/* 540/*
652 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
653 * and then copies the contends of the first object into the second 542 * and then copies the contends of the first object into the second
654 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 544 * 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 545 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 546 * will point at garbage.
658 */ 547 */
659 548void
660void copy_object(object *op2, object *op) { 549copy_object (object *op2, object *op)
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 550{
662 event *evt, *evt2, *evt_new; 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
663 553
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); 554 op2->clone (op);
695 555
696 if(is_freed) SET_FLAG(op,FLAG_FREED); 556 if (is_freed)
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 557 SET_FLAG (op, FLAG_FREED);
698 if(op->name!=NULL) add_refcount(op->name); 558 if (is_removed)
699 if(op->name_pl!=NULL) add_refcount(op->name_pl); 559 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);
708 560
709 if((op2->speed<0) && !editor) 561 if (op2->speed < 0)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
711 563
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. */ 564 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 565 if (op2->key_values)
566 {
735 key_value * tail = NULL; 567 key_value *tail = 0;
736 key_value * i; 568 key_value *i;
737 569
738 op->key_values = NULL; 570 op->key_values = 0;
739 571
740 for (i = op2->key_values; i != NULL; i = i->next) { 572 for (i = op2->key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 573 {
574 key_value *new_link = new key_value;
742 575
743 new_link->next = NULL; 576 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 577 new_link->key = i->key;
745 if (i->value)
746 new_link->value = add_refcount(i->value); 578 new_link->value = i->value;
747 else
748 new_link->value = NULL;
749 579
750 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 581 if (!op->key_values)
582 {
752 op->key_values = new_link; 583 op->key_values = new_link;
753 tail = new_link; 584 tail = new_link;
754 } else {
755 tail->next = new_link;
756 tail = new_link;
757 } 585 }
586 else
587 {
588 tail->next = new_link;
589 tail = new_link;
758 } 590 }
591 }
759 } 592 }
760 593
761 update_ob_speed(op); 594 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} 595}
848 596
849/* 597/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 598 * 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 599 * 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. 600 * be called to update the face variable, _and_ how it looks on the map.
853 */ 601 */
854 602
603void
855void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 607 return;
858 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
860} 610}
861 611
862/* 612/*
863 * Updates the speed of an object. If the speed changes from 0 to another 613 * 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. 614 * 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. 615 * This function needs to be called whenever the speed of an object changes.
866 */ 616 */
867 617void
868void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
869 extern int arch_init; 620 extern int arch_init;
870 621
871 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 623 * since they never really need to be updated.
873 */ 624 */
874 625
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 629#ifdef MANY_CORES
878 abort(); 630 abort ();
879#else 631#else
880 op->speed = 0; 632 op->speed = 0;
881#endif 633#endif
882 } 634 }
635
883 if (arch_init) { 636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
884 return; 643 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;
890 644
891 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 646 * of the list. */
893 op->active_next = active_objects; 647 op->active_next = active_objects;
648
894 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
896 active_objects = op; 652 active_objects = op;
653 }
654 else
897 } 655 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 658 return;
902 659
903 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
904 active_objects = op->active_next; 662 active_objects = op->active_next;
663
905 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
666 }
667 else
907 } 668 {
908 else {
909 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
910 if (op->active_next) 671 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
912 } 673 }
674
913 op->active_next = NULL; 675 op->active_next = NULL;
914 op->active_prev = NULL; 676 op->active_prev = NULL;
915 } 677 }
916} 678}
917 679
918/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
919 * objects. 681 * objects.
921 * reference maps where you don't want an object that isn't 683 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 686 * will do the right thing based on the speed of the object.
925 */ 687 */
688void
926void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
927{ 690{
928 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 693 return;
931 694
932 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
933 active_objects = op->active_next; 697 active_objects = op->active_next;
934 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
936 } 702 {
937 else {
938 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 704 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
941 } 706 }
942 op->active_next = NULL; 707 op->active_next = NULL;
943 op->active_prev = NULL; 708 op->active_prev = NULL;
944} 709}
945 710
946/* 711/*
947 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 728 * 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. 729 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
966 */ 731 */
967 732
733void
968void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
969 int update_now=0, flags; 736 int update_now = 0, flags;
970 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
971 738
972 if (op == NULL) { 739 if (op == NULL)
740 {
973 /* this should never happen */ 741 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 743 return;
976 }
977 744 }
745
978 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
979 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
980 * to do in this case. 749 * to do in this case.
981 */ 750 */
982 return; 751 return;
983 } 752 }
984 753
985 /* If the map is saving, don't do anything as everything is 754 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 755 * going to get freed anyways.
987 */ 756 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
989 758 return;
759
990 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 761 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)) { 762 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 764#ifdef MANY_CORES
995 abort(); 765 abort ();
996#endif 766#endif
997 return; 767 return;
998 }
999 768 }
769
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 771 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); 772 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); 773 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); 774 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); 775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1006 776
1007 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1; 780 update_now = 1;
1010 781
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1; 783 update_now = 1;
1013 784
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1; 786 update_now = 1;
1016 787
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1; 789 update_now = 1;
1019 790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
1020 if ((move_on | op->move_on) != move_on) update_now=1; 794 if ((move_on | op->move_on) != move_on)
795 update_now = 1;
796
1021 if ((move_off | op->move_off) != move_off) update_now=1; 797 if ((move_off | op->move_off) != move_off)
798 update_now = 1;
799
1022 /* This isn't perfect, but I don't expect a lot of objects to 800 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 801 * to have move_allow right now.
1024 */ 802 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1; 804 update_now = 1;
805
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
1028 } 808 }
1029 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 811 * that is being removed.
1032 */ 812 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 814 update_now = 1;
1035 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
1037 }
1038 else { 817 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 819
1042 if (update_now) { 820 if (update_now)
821 {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 822 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); 823 update_position (op->map, op->x, op->y);
1045 } 824 }
1046 825
1047 if(op->more!=NULL) 826 if (op->more != NULL)
1048 update_object(op->more, action); 827 update_object (op->more, action);
1049} 828}
1050 829
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853
854object::object ()
855{
856 SET_FLAG (this, FLAG_REMOVED);
857
858 expmul = 1.0;
859 face = blank_face;
860}
861
862object::~object ()
863{
864 free_key_values (this);
865}
866
867void object::link ()
868{
869 count = ++ob_count;
870 uuid = gen_uuid ();
871
872 prev = 0;
873 next = object::first;
874
875 if (object::first)
876 object::first->prev = this;
877
878 object::first = this;
879}
880
881void object::unlink ()
882{
883 if (this == object::first)
884 object::first = next;
885
886 /* Remove this object from the list of used objects */
887 if (prev) prev->next = next;
888 if (next) next->prev = prev;
889
890 prev = 0;
891 next = 0;
892}
893
894object *object::create ()
895{
896 object *op = new object;
897 op->link ();
898 return op;
899}
1051 900
1052/* 901/*
1053 * free_object() frees everything allocated by an object, removes 902 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 903 * 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. 904 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for 905 * The object must have been removed by remove_ob() first for
1057 * this function to succeed. 906 * this function to succeed.
1058 * 907 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 908 * If destroy_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 909 * inventory to the ground.
1061 */ 910 */
1062 911void object::destroy (bool destroy_inventory)
1063void free_object(object *ob) { 912{
1064 free_object2(ob, 0);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1072 LOG(llevDebug,"Free object called with non removed object\n");
1073 dump_object(ob);
1074#ifdef MANY_CORES
1075 abort();
1076#endif
1077 }
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob);
1081 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 913 if (QUERY_FLAG (this, FLAG_FREED))
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return; 914 return;
915
916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
917 remove_friendly_object (this);
918
919 if (!QUERY_FLAG (this, FLAG_REMOVED))
920 remove_ob (this);
921
922 SET_FLAG (this, FLAG_FREED);
923
924 if (more)
1086 } 925 {
1087 if(ob->more!=NULL) { 926 more->destroy (destroy_inventory);
1088 free_object2(ob->more, free_inventory); 927 more = 0;
1089 ob->more=NULL; 928 }
929
930 if (inv)
1090 } 931 {
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process - 932 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 933 * if some form of movement is allowed, let objects
1094 * drop on that space. 934 * drop on that space.
1095 */ 935 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 936 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)) 937 {
938 object *op = inv;
939
940 while (op)
1098 { 941 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below; 942 object *tmp = op->below;
1102 remove_ob(op); 943 op->destroy (destroy_inventory);
1103 free_object2(op, free_inventory);
1104 op=tmp; 944 op = tmp;
1105 } 945 }
1106 } 946 }
947 else
1107 else { /* Put objects in inventory onto this space */ 948 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 949 object *op = inv;
950
1109 while(op!=NULL) { 951 while (op)
952 {
1110 tmp=op->below; 953 object *tmp = op->below;
954
1111 remove_ob(op); 955 remove_ob (op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 956
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1114 free_object(op); 959 free_object (op);
1115 else { 960 else
961 {
1116 op->x=ob->x; 962 op->x = x;
1117 op->y=ob->y; 963 op->y = y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1119 } 965 }
966
1120 op=tmp; 967 op = tmp;
1121 } 968 }
1122 } 969 }
1123 } 970 }
971
972 // clear those pointers that likely might have circular references to us
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976
977 // only relevant for players(?), but make sure of it anyways
978 contr = 0;
979
1124 /* Remove object from the active list */ 980 /* Remove object from the active list */
1125 ob->speed = 0; 981 speed = 0;
1126 update_ob_speed(ob); 982 update_ob_speed (this);
1127 983
1128 SET_FLAG(ob, FLAG_FREED); 984 unlink ();
1129 ob->count = 0;
1130 985
1131 /* Remove this object from the list of used objects */ 986 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} 987}
1216 988
1217/* 989/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 991 * weight of an object (and what is carried by it's environment(s)).
1220 */ 992 */
1221 993
994void
1222void sub_weight (object *op, signed long weight) { 995sub_weight (object *op, signed long weight)
996{
1223 while (op != NULL) { 997 while (op != NULL)
998 {
1224 if (op->type == CONTAINER) { 999 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1000 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1001
1227 op->carrying-=weight; 1002 op->carrying -= weight;
1228 op = op->env; 1003 op = op->env;
1229 } 1004 }
1230} 1005}
1231 1006
1232/* remove_ob(op): 1007/* remove_ob(op):
1233 * This function removes the object op from the linked list of objects 1008 * 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 1009 * which it is currently tied to. When this function is done, the
1236 * environment, the x and y coordinates will be updated to 1011 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1012 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1013 * Beware: This function is called from the editor as well!
1239 */ 1014 */
1240 1015
1016void
1241void remove_ob(object *op) { 1017remove_ob (object *op)
1018{
1242 object *tmp,*last=NULL; 1019 object *tmp, *last = 0;
1243 object *otmp; 1020 object *otmp;
1244 tag_t tag; 1021
1245 int check_walk_off; 1022 int check_walk_off;
1246 mapstruct *m; 1023 maptile *m;
1024
1247 sint16 x,y; 1025 sint16 x, y;
1248
1249 1026
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1027 if (QUERY_FLAG (op, FLAG_REMOVED))
1251 dump_object(op); 1028 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1029
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); 1030 SET_FLAG (op, FLAG_REMOVED);
1270 1031
1032 if (op->more != NULL)
1033 remove_ob (op->more);
1034
1271 /* 1035 /*
1272 * In this case, the object to be removed is in someones 1036 * In this case, the object to be removed is in someones
1273 * inventory. 1037 * inventory.
1274 */ 1038 */
1275 if(op->env!=NULL) { 1039 if (op->env != NULL)
1040 {
1276 if(op->nrof) 1041 if (op->nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1042 sub_weight (op->env, op->weight * op->nrof);
1278 else 1043 else
1279 sub_weight(op->env, op->weight+op->carrying); 1044 sub_weight (op->env, op->weight + op->carrying);
1280 1045
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1046 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1047 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1048 * to save cpu time.
1284 */ 1049 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1050 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); 1051 fix_player (otmp);
1288 1052
1289 if(op->above!=NULL) 1053 if (op->above != NULL)
1290 op->above->below=op->below; 1054 op->above->below = op->below;
1291 else 1055 else
1292 op->env->inv=op->below; 1056 op->env->inv = op->below;
1293 1057
1294 if(op->below!=NULL) 1058 if (op->below != NULL)
1295 op->below->above=op->above; 1059 op->below->above = op->above;
1296 1060
1297 /* we set up values so that it could be inserted into 1061 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1062 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1063 * to the caller to decide what we want to do.
1300 */ 1064 */
1301 op->x=op->env->x,op->y=op->env->y; 1065 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; 1066 op->map = op->env->map;
1304 op->above=NULL,op->below=NULL; 1067 op->above = NULL, op->below = NULL;
1305 op->env=NULL; 1068 op->env = NULL;
1069 }
1070 else if (op->map)
1071 {
1072 x = op->x;
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 }
1086
1087 if (op->map != m)
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about
1093 */
1094
1095 /* link the object above us */
1096 if (op->above)
1097 op->above->below = op->below;
1098 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1100
1101 /* Relink the object below us, if there is one */
1102 if (op->below)
1103 op->below->above = op->above;
1104 else
1105 {
1106 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is
1108 * evident
1109 */
1110 if (GET_MAP_OB (m, x, y) != op)
1111 {
1112 char *dump = dump_object (op);
1113 LOG (llevError,
1114 "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);
1115 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y));
1117 LOG (llevError, "%s\n", dump);
1118 free (dump);
1119 }
1120
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1122 }
1123
1124 op->above = 0;
1125 op->below = 0;
1126
1127 if (op->map->in_memory == MAP_SAVING)
1306 return; 1128 return;
1307 }
1308 1129
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 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);
1319 /* 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
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 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",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */
1333
1334 /* link the object above us */
1335 if (op->above)
1336 op->above->below=op->below;
1337 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1339
1340 /* Relink the object below us, if there is one */
1341 if(op->below) {
1342 op->below->above=op->above;
1343 } else {
1344 /* 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
1346 * evident
1347 */
1348 if(GET_MAP_OB(m,x,y)!=op) {
1349 dump_object(op);
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);
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358
1359 if (op->map->in_memory == MAP_SAVING)
1360 return;
1361
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1131
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1133 {
1365 /* No point updating the players look faces if he is the object 1134 /* No point updating the players look faces if he is the object
1366 * being removed. 1135 * being removed.
1367 */ 1136 */
1368 1137
1369 if(tmp->type==PLAYER && tmp!=op) { 1138 if (tmp->type == PLAYER && tmp != op)
1139 {
1370 /* If a container that the player is currently using somehow gets 1140 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1141 * removed (most likely destroyed), update the player view
1372 * appropriately. 1142 * appropriately.
1373 */ 1143 */
1374 if (tmp->container==op) { 1144 if (tmp->container == op)
1145 {
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1146 CLEAR_FLAG (op, FLAG_APPLIED);
1376 tmp->container=NULL; 1147 tmp->container = NULL;
1148 }
1149
1150 tmp->contr->socket.update_look = 1;
1377 } 1151 }
1378 tmp->contr->socket.update_look=1; 1152
1379 }
1380 /* See if player moving off should effect something */ 1153 /* See if player moving off should effect something */
1154 if (check_walk_off
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1155 && ((op->move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1383 1157 {
1384 move_apply(tmp, op, NULL); 1158 move_apply (tmp, op, NULL);
1159
1385 if (was_destroyed (op, tag)) { 1160 if (op->destroyed ())
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 } 1162 }
1389 }
1390 1163
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1165
1393 if(tmp->above == tmp) 1166 if (tmp->above == tmp)
1394 tmp->above = NULL; 1167 tmp->above = NULL;
1168
1395 last=tmp; 1169 last = tmp;
1396 } 1170 }
1171
1397 /* last == NULL of there are no objects on this space */ 1172 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1173 if (last == NULL)
1174 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1176 * 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 1177 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1178 * be correct anyways.
1403 */ 1179 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1181 update_position (op->map, op->x, op->y);
1406 } 1182 }
1407 else 1183 else
1408 update_object(last, UP_OBJ_REMOVE); 1184 update_object (last, UP_OBJ_REMOVE);
1409 1185
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y); 1187 update_all_los (op->map, op->x, op->y);
1412 1188 }
1413} 1189}
1414 1190
1415/* 1191/*
1416 * merge_ob(op,top): 1192 * merge_ob(op,top):
1417 * 1193 *
1418 * This function goes through all objects below and including top, and 1194 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1195 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1196 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1197 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1198 */
1423 1199object *
1424object *merge_ob(object *op, object *top) { 1200merge_ob (object *op, object *top)
1201{
1425 if(!op->nrof) 1202 if (!op->nrof)
1426 return 0; 1203 return 0;
1204
1427 if(top==NULL) 1205 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1206 for (top = op; top != NULL && top->above != NULL; top = top->above);
1207
1429 for(;top!=NULL;top=top->below) { 1208 for (; top != NULL; top = top->below)
1209 {
1430 if(top==op) 1210 if (top == op)
1431 continue; 1211 continue;
1432 if (CAN_MERGE(op,top)) 1212 if (CAN_MERGE (op, top))
1433 { 1213 {
1434 top->nrof+=op->nrof; 1214 top->nrof += op->nrof;
1215
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1217 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1218 remove_ob (op);
1438 free_object(op); 1219 free_object (op);
1439 return top; 1220 return top;
1440 } 1221 }
1441 } 1222 }
1223
1442 return NULL; 1224 return 0;
1443} 1225}
1444 1226
1445/* 1227/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1228 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1229 * job preparing multi-part monsters
1448 */ 1230 */
1231object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1233{
1450 object* tmp; 1234 object *tmp;
1235
1451 if (op->head) 1236 if (op->head)
1452 op=op->head; 1237 op = op->head;
1238
1453 for (tmp=op;tmp;tmp=tmp->more){ 1239 for (tmp = op; tmp; tmp = tmp->more)
1240 {
1454 tmp->x=x+tmp->arch->clone.x; 1241 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1242 tmp->y = y + tmp->arch->clone.y;
1456 } 1243 }
1244
1457 return insert_ob_in_map (op, m, originator, flag); 1245 return insert_ob_in_map (op, m, originator, flag);
1458} 1246}
1459 1247
1460/* 1248/*
1461 * insert_ob_in_map (op, map, originator, flag): 1249 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1250 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1264 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1265 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1266 * just 'op' otherwise
1479 */ 1267 */
1480 1268
1269object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1271{
1483 object *tmp, *top, *floor=NULL; 1272 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1273 sint16 x, y;
1485 1274
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1275 if (QUERY_FLAG (op, FLAG_FREED))
1276 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1277 LOG (llevError, "Trying to insert freed object!\n");
1278 return NULL;
1279 }
1280
1281 if (m == NULL)
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1285 free (dump);
1286 return op;
1287 }
1288
1289 if (out_of_map (m, op->x, op->y))
1290 {
1291 char *dump = dump_object (op);
1292 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1293#ifdef MANY_CORES
1294 /* Better to catch this here, as otherwise the next use of this object
1295 * is likely to cause a crash. Better to find out where it is getting
1296 * improperly inserted.
1297 */
1298 abort ();
1299#endif
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (!QUERY_FLAG (op, FLAG_REMOVED))
1305 {
1306 char *dump = dump_object (op);
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump);
1309 return op;
1310 }
1311
1312 if (op->more != NULL)
1313 {
1314 /* The part may be on a different map. */
1315
1316 object *more = op->more;
1317
1318 /* We really need the caller to normalize coordinates - if
1319 * we set the map, that doesn't work if the location is within
1320 * a map and this is straddling an edge. So only if coordinate
1321 * is clear wrong do we normalize it.
1322 */
1323 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1324 more->map = get_map_from_coord (m, &more->x, &more->y);
1325 else if (!more->map)
1326 {
1327 /* For backwards compatibility - when not dealing with tiled maps,
1328 * more->map should always point to the parent.
1329 */
1330 more->map = m;
1331 }
1332
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 {
1335 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337
1338 return NULL;
1339 }
1340 }
1341
1342 CLEAR_FLAG (op, FLAG_REMOVED);
1343
1344 /* Ideally, the caller figures this out. However, it complicates a lot
1345 * of areas of callers (eg, anything that uses find_free_spot would now
1346 * need extra work
1347 */
1348 op->map = get_map_from_coord (m, &op->x, &op->y);
1349 x = op->x;
1350 y = op->y;
1351
1352 /* this has to be done after we translate the coordinates.
1353 */
1354 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp))
1357 {
1358 op->nrof += tmp->nrof;
1359 remove_ob (tmp);
1360 free_object (tmp);
1361 }
1362
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365
1366 if (!QUERY_FLAG (op, FLAG_ALIVE))
1367 CLEAR_FLAG (op, FLAG_NO_STEAL);
1368
1369 if (flag & INS_BELOW_ORIGINATOR)
1370 {
1371 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1372 {
1373 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1374 abort ();
1375 }
1376
1377 op->above = originator;
1378 op->below = originator->below;
1379
1380 if (op->below)
1381 op->below->above = op;
1382 else
1383 SET_MAP_OB (op->map, op->x, op->y, op);
1384
1385 /* since *below* originator, no need to update top */
1386 originator->below = op;
1387 }
1388 else
1389 {
1390 /* If there are other objects, then */
1391 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1392 {
1393 object *last = NULL;
1394
1395 /*
1396 * If there are multiple objects on this space, we do some trickier handling.
1397 * We've already dealt with merging if appropriate.
1398 * Generally, we want to put the new object on top. But if
1399 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1400 * floor, we want to insert above that and no further.
1401 * Also, if there are spell objects on this space, we stop processing
1402 * once we get to them. This reduces the need to traverse over all of
1403 * them when adding another one - this saves quite a bit of cpu time
1404 * when lots of spells are cast in one area. Currently, it is presumed
1405 * that flying non pickable objects are spell objects.
1406 */
1407
1408 while (top != NULL)
1409 {
1410 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1411 floor = top;
1412
1413 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1414 {
1415 /* We insert above top, so we want this object below this */
1416 top = top->below;
1417 break;
1418 }
1419
1420 last = top;
1421 top = top->above;
1422 }
1423
1424 /* Don't want top to be NULL, so set it to the last valid object */
1425 top = last;
1426
1427 /* We let update_position deal with figuring out what the space
1428 * looks like instead of lots of conditions here.
1429 * makes things faster, and effectively the same result.
1430 */
1431
1432 /* Have object 'fall below' other objects that block view.
1433 * Unless those objects are exits, type 66
1434 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd.
1437 */
1438 if (!(flag & INS_ON_TOP) &&
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1440 {
1441 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break;
1444 /* Check to see if we found the object that blocks view,
1445 * and make sure we have a below pointer for it so that
1446 * we can get inserted below this one, which requires we
1447 * set top to the object below us.
1448 */
1449 if (last && last->below && last != floor)
1450 top = last->below;
1451 }
1452 } /* If objects on this space */
1453
1454 if (flag & INS_MAP_LOAD)
1455 top = GET_MAP_TOP (op->map, op->x, op->y);
1456
1457 if (flag & INS_ABOVE_FLOOR_ONLY)
1458 top = floor;
1459
1460 /* Top is the object that our object (op) is going to get inserted above.
1461 */
1462
1463 /* First object on this space */
1464 if (!top)
1465 {
1466 op->above = GET_MAP_OB (op->map, op->x, op->y);
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = NULL;
1472 SET_MAP_OB (op->map, op->x, op->y, op);
1473 }
1474 else
1475 { /* get inserted into the stack above top */
1476 op->above = top->above;
1477
1478 if (op->above)
1479 op->above->below = op;
1480
1481 op->below = top;
1482 top->above = op;
1483 }
1484
1485 if (op->above == NULL)
1486 SET_MAP_TOP (op->map, op->x, op->y, op);
1487 } /* else not INS_BELOW_ORIGINATOR */
1488
1489 if (op->type == PLAYER)
1490 op->contr->do_los = 1;
1491
1492 /* If we have a floor, we know the player, if any, will be above
1493 * it, so save a few ticks and start from there.
1494 */
1495 if (!(flag & INS_MAP_LOAD))
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1497 if (tmp->type == PLAYER)
1498 tmp->contr->socket.update_look = 1;
1499
1500 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area
1507 * of effect may be sufficient.
1508 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1510 update_all_los (op->map, op->x, op->y);
1511
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT);
1514
1515 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this.
1517 *
1518 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object().
1522 */
1523
1524 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head)
1526 {
1527 if (check_move_on (op, originator))
1488 return NULL; 1528 return NULL;
1489 }
1490 if(m==NULL) {
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493 return op;
1494 }
1495 if(out_of_map(m,op->x,op->y)) {
1496 dump_object(op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498#ifdef MANY_CORES
1499 /* 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
1501 * improperly inserted.
1502 */
1503 abort();
1504#endif
1505 return op;
1506 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op;
1511 }
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */
1514 1529
1515 object *more = op->more;
1516
1517 /* We really need the caller to normalize coordinates - if
1518 * 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
1520 * is clear wrong do we normalize it.
1521 */
1522 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);
1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent.
1530 */
1531 more->map = m;
1532 }
1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535 if ( ! op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL;
1538 }
1539 }
1540 CLEAR_FLAG(op,FLAG_REMOVED);
1541
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
1547 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work
1549 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y);
1551 x = op->x;
1552 y = op->y;
1553
1554 /* this has to be done after we translate the coordinates.
1555 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) {
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1558 if (CAN_MERGE(op,tmp)) {
1559 op->nrof+=tmp->nrof;
1560 remove_ob(tmp);
1561 free_object(tmp);
1562 }
1563 }
1564
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1567 if (!QUERY_FLAG(op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL);
1569
1570 if (flag & INS_BELOW_ORIGINATOR) {
1571 if (originator->map != op->map || originator->x != op->x ||
1572 originator->y != op->y) {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort();
1575 }
1576 op->above = originator;
1577 op->below = originator->below;
1578 if (op->below) op->below->above = op;
1579 else SET_MAP_OB(op->map, op->x, op->y, op);
1580 /* since *below* originator, no need to update top */
1581 originator->below = op;
1582 } else {
1583 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1585 object *last=NULL;
1586 /*
1587 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further.
1592 * 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
1594 * 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
1596 * that flying non pickable objects are spell objects.
1597 */
1598
1599 while (top != NULL) {
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 {
1606 /* We insert above top, so we want this object below this */
1607 top=top->below;
1608 break;
1609 }
1610 last = top;
1611 top = top->above;
1612 }
1613 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last;
1615
1616 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result.
1619 */
1620
1621 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd.
1626 */
1627 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1629 (op->face && !op->face->visibility)) {
1630 for (last=top; last != floor; last=last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1632 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we
1635 * set top to the object below us.
1636 */
1637 if (last && last->below && last != floor) top=last->below;
1638 }
1639 } /* If objects on this space */
1640 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y);
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1643
1644 /* Top is the object that our object (op) is going to get inserted above.
1645 */
1646
1647 /* First object on this space */
1648 if (!top) {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y);
1650 if (op->above) op->above->below = op;
1651 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */
1654 op->above = top->above;
1655 if (op->above) op->above->below = op;
1656 op->below = top;
1657 top->above = op;
1658 }
1659 if (op->above==NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */
1662
1663 if(op->type==PLAYER)
1664 op->contr->do_los=1;
1665
1666 /* 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.
1668 */
1669 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1671 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1;
1673 }
1674
1675 /* If this object glows, it may affect lighting conditions that are
1676 * 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
1678 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient.
1683 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y);
1686
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT);
1690
1691
1692 /* 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.
1694 *
1695 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object().
1699 */
1700
1701 /* 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) {
1704 if (check_move_on(op, originator))
1705 return NULL;
1706
1707 /* If we are a multi part object, lets work our way through the check 1530 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1531 * walk on's.
1709 */ 1532 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1534 if (check_move_on (tmp, originator))
1712 return NULL; 1535 return NULL;
1713 } 1536 }
1537
1714 return op; 1538 return op;
1715} 1539}
1716 1540
1717/* this function inserts an object in the map, but if it 1541/* 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. 1542 * 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. 1543 * op is the object to insert it under: supplies x and the map.
1720 */ 1544 */
1545void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1546replace_insert_ob_in_map (const char *arch_string, object *op)
1547{
1722 object *tmp; 1548 object *
1723 object *tmp1; 1549 tmp;
1550 object *
1551 tmp1;
1724 1552
1725 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1726 1554
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1556 {
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1558 {
1729 remove_ob(tmp); 1559 remove_ob (tmp);
1730 free_object(tmp); 1560 free_object (tmp);
1731 } 1561 }
1732 } 1562 }
1733 1563
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1564 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1565
1736 1566 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1567 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1568 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1569}
1740 1570
1741/* 1571/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1572 * 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 1573 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1574 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1575 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1576 * global static errmsg array.
1747 */ 1577 */
1748 1578
1579object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1580get_split_ob (object *orig_ob, uint32 nr)
1750 object *newob; 1581{
1582 object *
1583 newob;
1584 int
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1586
1753 if(orig_ob->nrof<nr) { 1587 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.", 1588 {
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1756 return NULL; 1590 return NULL;
1757 } 1591 }
1592
1758 newob = object_create_clone(orig_ob); 1593 newob = object_create_clone (orig_ob);
1594
1759 if((orig_ob->nrof-=nr)<1) { 1595 if ((orig_ob->nrof -= nr) < 1)
1596 {
1760 if ( ! is_removed) 1597 if (!is_removed)
1761 remove_ob(orig_ob); 1598 remove_ob (orig_ob);
1762 free_object2(orig_ob, 1); 1599 free_object2 (orig_ob, 1);
1763 } 1600 }
1764 else if ( ! is_removed) { 1601 else if (!is_removed)
1602 {
1765 if(orig_ob->env!=NULL) 1603 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1604 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1606 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1607 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"); 1608 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1609 return NULL;
1772 } 1610 }
1773 } 1611 }
1612
1774 newob->nrof=nr; 1613 newob->nrof = nr;
1775 1614
1776 return newob; 1615 return newob;
1777} 1616}
1778 1617
1779/* 1618/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1619 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1620 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1621 * is subsequently removed and freed.
1783 * 1622 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1623 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1624 */
1786 1625
1626object *
1787object *decrease_ob_nr (object *op, uint32 i) 1627decrease_ob_nr (object *op, uint32 i)
1788{ 1628{
1789 object *tmp; 1629 object *tmp;
1790 player *pl; 1630 player *pl;
1791 1631
1792 if (i == 0) /* objects with op->nrof require this check */ 1632 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1633 return op;
1794 1634
1795 if (i > op->nrof) 1635 if (i > op->nrof)
1796 i = op->nrof; 1636 i = op->nrof;
1797 1637
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1638 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i;
1640 else if (op->env != NULL)
1641 {
1642 /* is this object in the players inventory, or sub container
1643 * therein?
1644 */
1645 tmp = is_player_inv (op->env);
1646 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player.
1651 */
1652 if (!tmp)
1653 {
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env)
1656 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 }
1662
1663 if (i < op->nrof)
1664 {
1665 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i;
1667 if (tmp)
1668 {
1669 esrv_send_item (tmp, op);
1670 }
1671 }
1672 else
1673 {
1674 remove_ob (op);
1675 op->nrof = 0;
1676 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count);
1679 }
1680 }
1799 { 1681 }
1682 else
1683 {
1684 object *above = op->above;
1685
1686 if (i < op->nrof)
1800 op->nrof -= i; 1687 op->nrof -= i;
1801 } 1688 else
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 } 1689 {
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 {
1828 remove_ob (op); 1690 remove_ob (op);
1829 op->nrof = 0; 1691 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1692 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1693
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 */ 1694 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1695 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1696 if (tmp->type == PLAYER)
1697 {
1848 if (op->nrof) 1698 if (op->nrof)
1849 esrv_send_item(tmp, op); 1699 esrv_send_item (tmp, op);
1850 else 1700 else
1851 esrv_del_item(tmp->contr, op->count); 1701 esrv_del_item (tmp->contr, op->count);
1852 } 1702 }
1853 } 1703 }
1854 1704
1855 if (op->nrof) { 1705 if (op->nrof)
1856 return op; 1706 return op;
1857 } else { 1707 else
1708 {
1858 free_object (op); 1709 free_object (op);
1859 return NULL; 1710 return NULL;
1860 } 1711 }
1861} 1712}
1862 1713
1863/* 1714/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1715 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1716 * and also updates how much the environment(s) is/are carrying.
1866 */ 1717 */
1867 1718
1719void
1868void add_weight (object *op, signed long weight) { 1720add_weight (object *op, signed long weight)
1721{
1869 while (op!=NULL) { 1722 while (op != NULL)
1723 {
1870 if (op->type == CONTAINER) { 1724 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1725 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1726
1873 op->carrying+=weight; 1727 op->carrying += weight;
1874 op=op->env; 1728 op = op->env;
1875 } 1729 }
1876} 1730}
1877 1731
1878/* 1732/*
1879 * insert_ob_in_ob(op,environment): 1733 * insert_ob_in_ob(op,environment):
1880 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1887 * 1741 *
1888 * The function returns now pointer to inserted item, and return value can 1742 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1743 * be != op, if items are merged. -Tero
1890 */ 1744 */
1891 1745
1746object *
1892object *insert_ob_in_ob(object *op,object *where) { 1747insert_ob_in_ob (object *op, object *where)
1893 object *tmp, *otmp; 1748{
1749 object *
1750 tmp, *
1751 otmp;
1894 1752
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1754 {
1755 char *dump = dump_object (op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1898 return op; 1758 return op;
1899 } 1759 }
1760
1900 if(where==NULL) { 1761 if (where == NULL)
1901 dump_object(op); 1762 {
1763 char *dump = dump_object (op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump);
1903 return op; 1766 return op;
1904 } 1767 }
1768
1905 if (where->head) { 1769 if (where->head)
1906 LOG(llevDebug, 1770 {
1907 "Warning: Tried to insert object wrong part of multipart object.\n"); 1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head; 1772 where = where->head;
1909 } 1773 }
1774
1910 if (op->more) { 1775 if (op->more)
1776 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1778 return op;
1914 } 1779 }
1780
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1782 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1783 if (op->nrof)
1784 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1786 if (CAN_MERGE (tmp, op))
1787 {
1920 /* return the original object and remove inserted object 1788 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1789 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1790 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1791 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1792 * tmp->nrof, we need to increase the weight.
1925 */ 1793 */
1926 add_weight (where, op->weight*op->nrof); 1794 add_weight (where, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1795 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1796 free_object (op); /* free the inserted object */
1929 op = tmp; 1797 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1798 remove_ob (op); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1799 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1800 break;
1933 } 1801 }
1934 1802
1935 /* I assume combined objects have no inventory 1803 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1804 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1805 * (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 1806 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1807 * the linking below
1940 */ 1808 */
1941 add_weight (where, op->weight*op->nrof); 1809 add_weight (where, op->weight * op->nrof);
1810 }
1942 } else 1811 else
1943 add_weight (where, (op->weight+op->carrying)); 1812 add_weight (where, (op->weight + op->carrying));
1944 1813
1945 otmp=is_player_inv(where); 1814 otmp = is_player_inv (where);
1946 if (otmp&&otmp->contr!=NULL) { 1815 if (otmp && otmp->contr != NULL)
1816 {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1818 fix_player (otmp);
1949 } 1819 }
1950 1820
1951 op->map=NULL; 1821 op->map = NULL;
1952 op->env=where; 1822 op->env = where;
1953 op->above=NULL; 1823 op->above = NULL;
1954 op->below=NULL; 1824 op->below = NULL;
1955 op->x=0,op->y=0; 1825 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1826
1958 /* reset the light list and los of the players on the map */ 1827 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1828 if ((op->glow_radius != 0) && where->map)
1960 { 1829 {
1961#ifdef DEBUG_LIGHTS 1830#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1832#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map))
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1834 update_all_los (where->map, where->x, where->y);
1966 } 1835 }
1967 1836
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1837 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1838 * It sure simplifies this function...
1970 */ 1839 */
1971 if (where->inv==NULL) 1840 if (where->inv == NULL)
1972 where->inv=op; 1841 where->inv = op;
1973 else { 1842 else
1843 {
1974 op->below = where->inv; 1844 op->below = where->inv;
1975 op->below->above = op; 1845 op->below->above = op;
1976 where->inv = op; 1846 where->inv = op;
1977 } 1847 }
1978 return op; 1848 return op;
1979} 1849}
1980 1850
1981/* 1851/*
1982 * Checks if any objects has a move_type that matches objects 1852 * 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 1867 * 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 1868 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1869 * on top.
2000 */ 1870 */
2001 1871
1872int
2002int check_move_on (object *op, object *originator) 1873check_move_on (object *op, object *originator)
2003{ 1874{
2004 object *tmp; 1875 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1876 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1877 int x = op->x, y = op->y;
1878
2008 MoveType move_on, move_slow, move_block; 1879 MoveType move_on, move_slow, move_block;
2009 1880
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1881 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0; 1882 return 0;
2012 1883
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1884 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); 1885 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); 1886 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2018 1887
2019 /* if nothing on this space will slow op down or be applied, 1888 /* 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 1889 * 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 1890 * is set, as lots of objects don't have it set - we treat that
2022 * as walking. 1891 * as walking.
2023 */ 1892 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1893 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0; 1894 return 0;
2026 1895
2027 /* This is basically inverse logic of that below - basically, 1896 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so, 1897 * 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 1898 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct. 1899 * blocked. Logic on this seems confusing, but does seem correct.
2031 */ 1900 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 && 1901 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1902 return 0;
2034 1903
2035 /* The objects have to be checked from top to bottom. 1904 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top: 1905 * Hence, we first go to the top:
2037 */ 1906 */
2038 1907
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2040 tmp->above!=NULL; tmp=tmp->above) { 1909 {
2041 /* Trim the search when we find the first other spell effect 1910 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects, 1911 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them. 1912 * we don't need to check all of them.
2044 */ 1913 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1914 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1915 break;
1916 }
1917
1918 for (; tmp; tmp = tmp->below)
2046 } 1919 {
2047 for(;tmp!=NULL; tmp=tmp->below) { 1920 if (tmp == op)
2048 if (tmp == op) continue; /* Can't apply yourself */ 1921 continue; /* Can't apply yourself */
2049 1922
2050 /* Check to see if one of the movement types should be slowed down. 1923 /* 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 1924 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the 1925 * (~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 1926 * 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. 1927 * swim on that space, can't use it to avoid the penalty.
2055 */ 1928 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1929 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1930 {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1931 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)) { 1932 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1933 {
2060 1934
2061 float diff; 1935 float
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed); 1936 diff = tmp->move_slow_penalty * FABS (op->speed);
1937
2064 if (op->type == PLAYER) { 1938 if (op->type == PLAYER)
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1939 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))) { 1940 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2067 diff /= 4.0; 1941 diff /= 4.0;
2068 } 1942
2069 }
2070 op->speed_left -= diff; 1943 op->speed_left -= diff;
2071 } 1944 }
2072 } 1945 }
2073 1946
2074 /* Basically same logic as above, except now for actual apply. */ 1947 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1948 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)) { 1949 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2078 1950 {
2079 move_apply(tmp, op, originator); 1951 move_apply (tmp, op, originator);
1952
2080 if (was_destroyed (op, tag)) 1953 if (op->destroyed ())
2081 return 1; 1954 return 1;
2082 1955
2083 /* what the person/creature stepped onto has moved the object 1956 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did, 1957 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result. 1958 * have a feeling strange problems would result.
2086 */ 1959 */
2087 if (op->map != m || op->x != x || op->y != y) return 0; 1960 if (op->map != m || op->x != x || op->y != y)
1961 return 0;
2088 } 1962 }
2089 } 1963 }
1964
2090 return 0; 1965 return 0;
2091} 1966}
2092 1967
2093/* 1968/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1969 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1970 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1971 * The first matching object is returned, or NULL if none.
2097 */ 1972 */
2098 1973
1974object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1975present_arch (const archetype *at, maptile *m, int x, int y)
1976{
2100 object *tmp; 1977 object *
1978 tmp;
1979
2101 if(m==NULL || out_of_map(m,x,y)) { 1980 if (m == NULL || out_of_map (m, x, y))
1981 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1982 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1983 return NULL;
2104 } 1984 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1986 if (tmp->arch == at)
2107 return tmp; 1987 return tmp;
2108 return NULL; 1988 return NULL;
2109} 1989}
2110 1990
2111/* 1991/*
2112 * present(type, map, x, y) searches for any objects with 1992 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1993 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1994 * The first matching object is returned, or NULL if none.
2115 */ 1995 */
2116 1996
1997object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1998present (unsigned char type, maptile *m, int x, int y)
1999{
2118 object *tmp; 2000 object *
2001 tmp;
2002
2119 if(out_of_map(m,x,y)) { 2003 if (out_of_map (m, x, y))
2004 {
2120 LOG(llevError,"Present called outside map.\n"); 2005 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 2006 return NULL;
2122 } 2007 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 2009 if (tmp->type == type)
2125 return tmp; 2010 return tmp;
2126 return NULL; 2011 return NULL;
2127} 2012}
2128 2013
2129/* 2014/*
2130 * present_in_ob(type, object) searches for any objects with 2015 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 2016 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 2017 * The first matching object is returned, or NULL if none.
2133 */ 2018 */
2134 2019
2020object *
2135object *present_in_ob(unsigned char type, const object *op) { 2021present_in_ob (unsigned char type, const object *op)
2022{
2136 object *tmp; 2023 object *
2024 tmp;
2025
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 2027 if (tmp->type == type)
2139 return tmp; 2028 return tmp;
2140 return NULL; 2029 return NULL;
2141} 2030}
2142 2031
2143/* 2032/*
2153 * the object name, not the archetype name. this is so that the 2042 * 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 2043 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2044 * to be unique.
2156 */ 2045 */
2157 2046
2047object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2048present_in_ob_by_name (int type, const char *str, const object *op)
2049{
2159 object *tmp; 2050 object *
2051 tmp;
2160 2052
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2054 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2056 return tmp;
2164 } 2057 }
2165 return NULL; 2058 return NULL;
2166} 2059}
2167 2060
2168/* 2061/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2062 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2063 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2064 * The first matching object is returned, or NULL if none.
2172 */ 2065 */
2173 2066
2067object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2068present_arch_in_ob (const archetype *at, const object *op)
2069{
2175 object *tmp; 2070 object *
2071 tmp;
2072
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2074 if (tmp->arch == at)
2178 return tmp; 2075 return tmp;
2179 return NULL; 2076 return NULL;
2180} 2077}
2181 2078
2182/* 2079/*
2183 * activate recursively a flag on an object inventory 2080 * activate recursively a flag on an object inventory
2184 */ 2081 */
2082void
2185void flag_inv(object*op, int flag){ 2083flag_inv (object *op, int flag)
2084{
2186 object *tmp; 2085 object *
2086 tmp;
2087
2187 if(op->inv) 2088 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 {
2189 SET_FLAG(tmp, flag); 2091 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2092 flag_inv (tmp, flag);
2191 } 2093 }
2192}/* 2094} /*
2193 * desactivate recursively a flag on an object inventory 2095 * desactivate recursively a flag on an object inventory
2194 */ 2096 */
2097void
2195void unflag_inv(object*op, int flag){ 2098unflag_inv (object *op, int flag)
2099{
2196 object *tmp; 2100 object *
2101 tmp;
2102
2197 if(op->inv) 2103 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2105 {
2199 CLEAR_FLAG(tmp, flag); 2106 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2107 unflag_inv (tmp, flag);
2201 } 2108 }
2202} 2109}
2203 2110
2204/* 2111/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2113 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2114 * 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. 2115 * him/her-self and all object carried by a call to this function.
2209 */ 2116 */
2210 2117
2118void
2211void set_cheat(object *op) { 2119set_cheat (object *op)
2120{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2121 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2122 flag_inv (op, FLAG_WAS_WIZ);
2214} 2123}
2215 2124
2216/* 2125/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2126 * 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 2127 * 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 2142 * 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 2143 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2144 * customized, changed states, etc.
2236 */ 2145 */
2237 2146
2147int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{
2150 int
2151 i,
2239 int i,index=0, flag; 2152 index = 0, flag;
2153 static int
2240 static int altern[SIZEOFFREE]; 2154 altern[SIZEOFFREE];
2241 2155
2242 for(i=start;i<stop;i++) { 2156 for (i = start; i < stop; i++)
2157 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2159 if (!flag)
2245 altern[index++]=i; 2160 altern[index++] = i;
2246 2161
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2162 /* 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. 2163 * 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 - 2164 * 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 2165 * 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 2166 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2167 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2168 * won't look 2 spaces south of the target space.
2254 */ 2169 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2171 stop = maxfree[i];
2257 } 2172 }
2258 if(!index) return -1; 2173 if (!index)
2174 return -1;
2259 return altern[RANDOM()%index]; 2175 return altern[RANDOM () % index];
2260} 2176}
2261 2177
2262/* 2178/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2179 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2180 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2181 * 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. 2182 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2183 */
2268 2184
2185int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2186find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{
2188 int
2270 int i; 2189 i;
2190
2271 for(i=0;i<SIZEOFFREE;i++) { 2191 for (i = 0; i < SIZEOFFREE; i++)
2192 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2194 return i;
2274 } 2195 }
2275 return -1; 2196 return -1;
2276} 2197}
2277 2198
2278/* 2199/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2200 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2201 * arr[begin..end-1].
2281 */ 2202 */
2203static void
2282static void permute(int *arr, int begin, int end) 2204permute (int *arr, int begin, int end)
2283{ 2205{
2284 int i, j, tmp, len; 2206 int
2207 i,
2208 j,
2209 tmp,
2210 len;
2285 2211
2286 len = end-begin; 2212 len = end - begin;
2287 for(i = begin; i < end; i++) 2213 for (i = begin; i < end; i++)
2288 { 2214 {
2289 j = begin+RANDOM()%len; 2215 j = begin + RANDOM () % len;
2290 2216
2291 tmp = arr[i]; 2217 tmp = arr[i];
2292 arr[i] = arr[j]; 2218 arr[i] = arr[j];
2293 arr[j] = tmp; 2219 arr[j] = tmp;
2294 } 2220 }
2295} 2221}
2296 2222
2297/* new function to make monster searching more efficient, and effective! 2223/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2224 * 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 2225 * 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 2226 * 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 2227 * 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. 2228 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2229 */
2230void
2304void get_search_arr(int *search_arr) 2231get_search_arr (int *search_arr)
2305{ 2232{
2233 int
2306 int i; 2234 i;
2307 2235
2308 for(i = 0; i < SIZEOFFREE; i++) 2236 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2237 {
2310 search_arr[i] = i; 2238 search_arr[i] = i;
2311 } 2239 }
2312 2240
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2241 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2244}
2317 2245
2318/* 2246/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2247 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2248 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2254 * 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 2255 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2256 * there is capable of.
2329 */ 2257 */
2330 2258
2259int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2260find_dir (maptile *m, int x, int y, object *exclude)
2261{
2262 int
2263 i,
2332 int i,max=SIZEOFFREE, mflags; 2264 max = SIZEOFFREE, mflags;
2265
2333 sint16 nx, ny; 2266 sint16 nx, ny;
2334 object *tmp; 2267 object *
2335 mapstruct *mp; 2268 tmp;
2269 maptile *
2270 mp;
2271
2336 MoveType blocked, move_type; 2272 MoveType blocked, move_type;
2337 2273
2338 if (exclude && exclude->head) { 2274 if (exclude && exclude->head)
2275 {
2339 exclude = exclude->head; 2276 exclude = exclude->head;
2340 move_type = exclude->move_type; 2277 move_type = exclude->move_type;
2341 } else { 2278 }
2279 else
2280 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2281 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2282 move_type = MOVE_ALL;
2283 }
2284
2285 for (i = 1; i < max; i++)
2344 } 2286 {
2345
2346 for(i=1;i<max;i++) {
2347 mp = m; 2287 mp = m;
2348 nx = x + freearr_x[i]; 2288 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2289 ny = y + freearr_y[i];
2350 2290
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2292 if (mflags & P_OUT_OF_MAP)
2293 {
2353 max = maxfree[i]; 2294 max = maxfree[i];
2295 }
2354 } else { 2296 else
2297 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2299
2357 if ((move_type & blocked) == move_type) { 2300 if ((move_type & blocked) == move_type)
2301 {
2358 max=maxfree[i]; 2302 max = maxfree[i];
2303 }
2359 } else if (mflags & P_IS_ALIVE) { 2304 else if (mflags & P_IS_ALIVE)
2305 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2307 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309 {
2363 break; 2310 break;
2364 } 2311 }
2365 } 2312 }
2366 if(tmp) { 2313 if (tmp)
2314 {
2367 return freedir[i]; 2315 return freedir[i];
2368 } 2316 }
2369 } 2317 }
2370 } 2318 }
2371 } 2319 }
2372 return 0; 2320 return 0;
2373} 2321}
2374 2322
2375/* 2323/*
2376 * distance(object 1, object 2) will return the square of the 2324 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2325 * distance between the two given objects.
2378 */ 2326 */
2379 2327
2328int
2380int distance(const object *ob1, const object *ob2) { 2329distance (const object *ob1, const object *ob2)
2330{
2381 int i; 2331 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2332 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2335 return i;
2385} 2336}
2386 2337
2387/* 2338/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2339 * 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 2340 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2341 * object, needs to travel toward it.
2391 */ 2342 */
2392 2343
2344int
2393int find_dir_2(int x, int y) { 2345find_dir_2 (int x, int y)
2346{
2394 int q; 2347 int
2348 q;
2395 2349
2396 if(y) 2350 if (y)
2397 q=x*100/y; 2351 q = x * 100 / y;
2398 else if (x) 2352 else if (x)
2399 q= -300*x; 2353 q = -300 * x;
2400 else 2354 else
2401 return 0; 2355 return 0;
2402 2356
2403 if(y>0) { 2357 if (y > 0)
2358 {
2404 if(q < -242) 2359 if (q < -242)
2405 return 3 ; 2360 return 3;
2406 if (q < -41) 2361 if (q < -41)
2407 return 2 ; 2362 return 2;
2408 if (q < 41) 2363 if (q < 41)
2409 return 1 ; 2364 return 1;
2410 if (q < 242) 2365 if (q < 242)
2411 return 8 ; 2366 return 8;
2412 return 7 ; 2367 return 7;
2413 } 2368 }
2414 2369
2415 if (q < -242) 2370 if (q < -242)
2416 return 7 ; 2371 return 7;
2417 if (q < -41) 2372 if (q < -41)
2418 return 6 ; 2373 return 6;
2419 if (q < 41) 2374 if (q < 41)
2420 return 5 ; 2375 return 5;
2421 if (q < 242) 2376 if (q < 242)
2422 return 4 ; 2377 return 4;
2423 2378
2424 return 3 ; 2379 return 3;
2425} 2380}
2426 2381
2427/* 2382/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2383 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2384 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2385 * "overflow" in previous calculations of a direction).
2431 */ 2386 */
2432 2387
2388int
2433int absdir(int d) { 2389absdir (int d)
2434 while(d<1) d+=8; 2390{
2435 while(d>8) d-=8; 2391 while (d < 1)
2392 d += 8;
2393 while (d > 8)
2394 d -= 8;
2436 return d; 2395 return d;
2437} 2396}
2438 2397
2439/* 2398/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2400 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2401 */
2443 2402
2403int
2444int dirdiff(int dir1, int dir2) { 2404dirdiff (int dir1, int dir2)
2405{
2445 int d; 2406 int
2407 d;
2408
2446 d = abs(dir1 - dir2); 2409 d = abs (dir1 - dir2);
2447 if(d>4) 2410 if (d > 4)
2448 d = 8 - d; 2411 d = 8 - d;
2449 return d; 2412 return d;
2450} 2413}
2451 2414
2452/* peterm: 2415/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2420 * 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 2421 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2422 * functions.
2460 */ 2423 */
2461 2424
2425int
2462int reduction_dir[SIZEOFFREE][3] = { 2426 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2427 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2428 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2429 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2430 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2431 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2432 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2433 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2434 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2435 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2436 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2437 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2438 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2439 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2440 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2441 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2442 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2443 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2444 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2445 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2446 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2447 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2448 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2449 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2450 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2451 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2452 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2453 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2454 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2455 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2456 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2457 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2458 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2459 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2460 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2461 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2462 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2463 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2464 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2465 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2466 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2467 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2468 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2469 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2470 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2471 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2472 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2473 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2474 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2475 {24, 9, -1}
2476}; /* 48 */
2512 2477
2513/* Recursive routine to step back and see if we can 2478/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2479 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2480 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2481 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2482 * Modified to be map tile aware -.MSW
2518 */ 2483 */
2519
2520 2484
2485
2486int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2487can_see_monsterP (maptile *m, int x, int y, int dir)
2488{
2522 sint16 dx, dy; 2489 sint16 dx, dy;
2490 int
2523 int mflags; 2491 mflags;
2524 2492
2493 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2494 return 0; /* exit condition: invalid direction */
2526 2495
2527 dx = x + freearr_x[dir]; 2496 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2497 dy = y + freearr_y[dir];
2529 2498
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2499 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2500
2532 /* This functional arguably was incorrect before - it was 2501 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2502 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2503 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2504 * 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 2505 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2506 * at least its move type.
2538 */ 2507 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2508 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2509 return 0;
2540 2510
2541 /* yes, can see. */ 2511 /* yes, can see. */
2542 if(dir < 9) return 1; 2512 if (dir < 9)
2513 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2515 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} 2516}
2547 2517
2548 2518
2549 2519
2550/* 2520/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2521 * 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 2522 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2523 * picked up, otherwise 0.
2554 * 2524 *
2556 * core dumps if they do. 2526 * core dumps if they do.
2557 * 2527 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2528 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2529 */
2560 2530
2531int
2561int can_pick(const object *who, const object *item) { 2532can_pick (const object *who, const object *item)
2533{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2536 !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} 2537}
2567 2538
2568 2539
2569/* 2540/*
2570 * create clone from object to another 2541 * create clone from object to another
2571 */ 2542 */
2543object *
2572object *object_create_clone (object *asrc) { 2544object_create_clone (object *asrc)
2545{
2546 object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2547 dst = NULL, *tmp, *src, *part, *prev, *item;
2574 2548
2549 if (!asrc)
2575 if(!asrc) return NULL; 2550 return NULL;
2576 src = asrc; 2551 src = asrc;
2577 if(src->head) 2552 if (src->head)
2578 src = src->head; 2553 src = src->head;
2579 2554
2580 prev = NULL; 2555 prev = NULL;
2581 for(part = src; part; part = part->more) { 2556 for (part = src; part; part = part->more)
2557 {
2582 tmp = get_object(); 2558 tmp = get_object ();
2583 copy_object(part,tmp); 2559 copy_object (part, tmp);
2584 tmp->x -= src->x; 2560 tmp->x -= src->x;
2585 tmp->y -= src->y; 2561 tmp->y -= src->y;
2586 if(!part->head) { 2562 if (!part->head)
2563 {
2587 dst = tmp; 2564 dst = tmp;
2588 tmp->head = NULL; 2565 tmp->head = NULL;
2566 }
2589 } else { 2567 else
2568 {
2590 tmp->head = dst; 2569 tmp->head = dst;
2591 } 2570 }
2592 tmp->more = NULL; 2571 tmp->more = NULL;
2593 if(prev) 2572 if (prev)
2594 prev->more = tmp; 2573 prev->more = tmp;
2595 prev = tmp; 2574 prev = tmp;
2596 } 2575 }
2597 /*** copy inventory ***/ 2576
2598 for(item = src->inv; item; item = item->below) { 2577 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2578 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2579
2602 return dst; 2580 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} 2581}
2612 2582
2613/* GROS - Creates an object using a string representing its content. */ 2583/* 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 */ 2584/* 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, */ 2585/* 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. */ 2586/* 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. */ 2587/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2588/* Also remember that multiparts objects are not supported for now. */
2619 2589
2590object *
2620object* load_object_str(const char *obstr) 2591load_object_str (const char *obstr)
2621{ 2592{
2622 object *op; 2593 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2594 char filename[MAX_BUF];
2595
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2596 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2597
2626 tempfile=fopen(filename,"w"); 2598 FILE *tempfile = fopen (filename, "w");
2599
2627 if (tempfile == NULL) 2600 if (tempfile == NULL)
2628 { 2601 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2602 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2603 return NULL;
2631 }; 2604 }
2605
2632 fprintf(tempfile,obstr); 2606 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2607 fclose (tempfile);
2634 2608
2635 op=get_object(); 2609 op = get_object ();
2636 2610
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); 2611 object_thawer thawer (filename);
2612
2613 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2614 load_object (thawer, op, 0);
2615
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2616 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2617 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2618
2648 return op; 2619 return op;
2649} 2620}
2650 2621
2651/* This returns the first object in who's inventory that 2622/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2623 * has the same type and subtype match.
2653 * returns NULL if no match. 2624 * returns NULL if no match.
2654 */ 2625 */
2626object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2627find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2628{
2657 object *tmp; 2629 object *tmp;
2658 2630
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2631 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2632 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp;
2661 2634
2662 return NULL; 2635 return NULL;
2663} 2636}
2664 2637
2665/* If ob has a field named key, return the link from the list, 2638/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2639 * otherwise return NULL.
2667 * 2640 *
2668 * key must be a passed in shared string - otherwise, this won't 2641 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2642 * do the desired thing.
2670 */ 2643 */
2644key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2645get_ob_key_link (const object *ob, const char *key)
2646{
2672 key_value * link; 2647 key_value *link;
2673 2648
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2649 for (link = ob->key_values; link != NULL; link = link->next)
2675 if (link->key == key) { 2650 if (link->key == key)
2676 return link; 2651 return link;
2677 } 2652
2678 }
2679
2680 return NULL; 2653 return NULL;
2681} 2654}
2682 2655
2683/* 2656/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2657 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2658 *
2686 * The argument doesn't need to be a shared string. 2659 * The argument doesn't need to be a shared string.
2687 * 2660 *
2688 * The returned string is shared. 2661 * The returned string is shared.
2689 */ 2662 */
2663const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2664get_ob_key_value (const object *op, const char *const key)
2665{
2691 key_value * link; 2666 key_value *link;
2692 const char * canonical_key; 2667 shstr_cmp canonical_key (key);
2668
2669 if (!canonical_key)
2693 2670 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2671 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2672 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2673 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2674 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2675 */
2702 return NULL; 2676 return 0;
2703 } 2677 }
2704 2678
2705 /* This is copied from get_ob_key_link() above - 2679 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2680 * only 4 lines, and saves the function call overhead.
2707 */ 2681 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2682 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2683 if (link->key == canonical_key)
2710 return link->value; 2684 return link->value;
2711 } 2685
2712 } 2686 return 0;
2713 return NULL;
2714} 2687}
2715 2688
2716 2689
2717/* 2690/*
2718 * Updates the canonical_key in op to value. 2691 * 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 2695 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2696 * keys.
2724 * 2697 *
2725 * Returns TRUE on success. 2698 * Returns TRUE on success.
2726 */ 2699 */
2700int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{
2703 key_value *
2728 key_value * field = NULL, *last=NULL; 2704 field = NULL, *last = NULL;
2729 2705
2730 for (field=op->key_values; field != NULL; field=field->next) { 2706 for (field = op->key_values; field != NULL; field = field->next)
2707 {
2731 if (field->key != canonical_key) { 2708 if (field->key != canonical_key)
2709 {
2732 last = field; 2710 last = field;
2733 continue; 2711 continue;
2734 } 2712 }
2735 2713
2736 if (field->value) FREE_AND_CLEAR_STR(field->value);
2737 if (value) 2714 if (value)
2738 field->value = add_string(value); 2715 field->value = value;
2739 else { 2716 else
2717 {
2740 /* Basically, if the archetype has this key set, 2718 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2719 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2720 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2721 * we get this value back again.
2744 */ 2722 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2723 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2724 field->value = 0;
2747 else { 2725 else
2748 /* Delete this link */ 2726 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2727 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value);
2751 if (last) last->next = field->next; 2728 last->next = field->next;
2729 else
2752 else op->key_values = field->next; 2730 op->key_values = field->next;
2731
2753 free(field); 2732 delete field;
2754 } 2733 }
2755 } 2734 }
2756 return TRUE; 2735 return TRUE;
2757 } 2736 }
2758 /* IF we get here, key doesn't exist */ 2737 /* IF we get here, key doesn't exist */
2759 2738
2760 /* No field, we'll have to add it. */ 2739 /* No field, we'll have to add it. */
2740
2741 if (!add_key)
2761 2742 {
2762 if (!add_key) {
2763 return FALSE; 2743 return FALSE;
2764 } 2744 }
2765 /* There isn't any good reason to store a null 2745 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2746 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2747 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2748 * be here. If user wants to store empty strings,
2769 * should pass in "" 2749 * should pass in ""
2770 */ 2750 */
2771 if (value == NULL) return TRUE; 2751 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; 2752 return TRUE;
2753
2754 field = new key_value;
2755
2756 field->key = canonical_key;
2757 field->value = value;
2758 /* Usual prepend-addition. */
2759 field->next = op->key_values;
2760 op->key_values = field;
2761
2762 return TRUE;
2782} 2763}
2783 2764
2784/* 2765/*
2785 * Updates the key in op to value. 2766 * Updates the key in op to value.
2786 * 2767 *
2788 * and not add new ones. 2769 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2770 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2771 *
2791 * Returns TRUE on success. 2772 * Returns TRUE on success.
2792 */ 2773 */
2774int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2775set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2776{
2795 int floating_ref = FALSE; 2777 shstr key_ (key);
2796 int ret; 2778
2779 return set_ob_key_value_s (op, key_, value, add_key);
2780}
2781
2782object::depth_iterator::depth_iterator (object *container)
2783: iterator_base (container)
2784{
2785 while (item->inv)
2786 item = item->inv;
2787}
2788
2789void
2790object::depth_iterator::next ()
2791{
2792 if (item->below)
2797 2793 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2794 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2795
2800 */ 2796 while (item->inv)
2797 item = item->inv;
2801 2798 }
2802 canonical_key = find_string(key); 2799 else
2803 if (canonical_key == NULL) { 2800 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} 2801}
2802
2803// return a suitable string describing an objetc in enough detail to find it
2804const char *
2805object::debug_desc (char *info) const
2806{
2807 char info2[256 * 3];
2808 char *p = info;
2809
2810 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2811 count,
2812 &name,
2813 title ? " " : "",
2814 title ? (const char *)title : "");
2815
2816 if (env)
2817 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2818
2819 if (map)
2820 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2821
2822 return info;
2823}
2824
2825const char *
2826object::debug_desc () const
2827{
2828 static char info[256 * 3];
2829 return debug_desc (info);
2830}
2831

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