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Comparing deliantra/server/common/object.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.57 by root, Sun Dec 3 02:46:33 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.1 2006/08/13 17:16:00 elmex 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
57void (*object_free_callback)(object *ob); 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
59short freearr_x[SIZEOFFREE]=
60 {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,
61 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
62short freearr_y[SIZEOFFREE]= 43};
63 {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,
64 -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
65int maxfree[SIZEOFFREE]= 46};
66 {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,
67 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};
68int freedir[SIZEOFFREE]= { 50int freedir[SIZEOFFREE] = {
69 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,
70 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};
71 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}
72 131
73/* 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
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
75 key_value * wants_field; 136 key_value *wants_field;
76 137
77 /* 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
78 * 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
79 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
80 */ 141 */
81 142
82 /* For each field in wants, */ 143 /* For each field in wants, */
83 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 {
84 key_value * has_field; 146 key_value *has_field;
85 147
86 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
87 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)
88 152 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 153 /* No field with that name. */
91 return FALSE; 154 return FALSE;
92 }
93 155 }
156
94 /* Found the matching field. */ 157 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
96 /* 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. */
97 return FALSE; 161 return FALSE;
98 } 162 }
99 163
100 /* 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. */
101 }
102 165 }
166
103 /* 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. */
104 return TRUE; 168 return TRUE;
105} 169}
106 170
107/* 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
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
109 /* 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,
110 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
111 */ 177 */
112 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);
113} 179}
114 180
115/* 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
116 * they can be merged together. 182 * they can be merged together.
117 * 183 *
123 * 189 *
124 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
125 * check weight 191 * check weight
126 */ 192 */
127 193
128int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
129 195{
130 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
132 199
133 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
134 /* Note sure why the following is the case - either the object has to
135 * be animated or have a very low speed. Is this an attempted monster
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 201 return 0;
140 202
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 204 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 205 * used to store nrof).
144 */ 206 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 208 return 0;
147 209
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 210 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 211 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 212 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 213 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 214 * flags lose any meaning.
168 */ 215 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 218
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 221
175 222
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
177 * being locked in inventory should prevent merging. 224 * being locked in inventory should prevent merging.
178 * 0x4 in flags3 is CLIENT_SENT 225 * 0x4 in flags3 is CLIENT_SENT
179 */ 226 */
180 if ((ob1->arch != ob2->arch) || 227 if ((ob1->arch != ob2->arch) ||
181 (ob1->flags[0] != ob2->flags[0]) || 228 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) || 229 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) || 232 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) || 233 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) || 234 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) || 235 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
191 (ob1->attacktype != ob2->attacktype) || 238 (ob1->attacktype != ob2->attacktype) ||
192 (ob1->magic != ob2->magic) || 239 (ob1->magic != ob2->magic) ||
193 (ob1->slaying != ob2->slaying) || 240 (ob1->slaying != ob2->slaying) ||
194 (ob1->skill != ob2->skill) || 241 (ob1->skill != ob2->skill) ||
195 (ob1->value != ob2->value) || 242 (ob1->value != ob2->value) ||
196 (ob1->animation_id != ob2->animation_id) || 243 (ob1->animation_id != ob2->animation_id) ||
197 (ob1->client_type != ob2->client_type) || 244 (ob1->client_type != ob2->client_type) ||
198 (ob1->materialname != ob2->materialname) || 245 (ob1->materialname != ob2->materialname) ||
199 (ob1->lore != ob2->lore) || 246 (ob1->lore != ob2->lore) ||
200 (ob1->subtype != ob2->subtype) || 247 (ob1->subtype != ob2->subtype) ||
201 (ob1->move_type != ob2->move_type) || 248 (ob1->move_type != ob2->move_type) ||
202 (ob1->move_block != ob2->move_block) || 249 (ob1->move_block != ob2->move_block) ||
203 (ob1->move_allow != ob2->move_allow) || 250 (ob1->move_allow != ob2->move_allow) ||
204 (ob1->move_on != ob2->move_on) || 251 (ob1->move_on != ob2->move_on) ||
205 (ob1->move_off != ob2->move_off) || 252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
206 (ob1->move_slow != ob2->move_slow) ||
207 (ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 253 return 0;
210 254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv))
266 return 0;
267
268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid.
270 */
271 }
272
211 /* 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,
212 * 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
213 * some items equipped, and we don't want those to merge. 275 * some items equipped, and we don't want those to merge.
214 */ 276 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 278 return 0;
217 279
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
218 switch (ob1->type) { 287 switch (ob1->type)
288 {
219 case SCROLL: 289 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 290 if (ob1->level != ob2->level)
291 return 0;
221 break; 292 break;
222
223 } 293 }
294
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
225 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
228 return 0; 300 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 302 return 0;
231 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
232 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
233 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
234 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
235 return 1; 316 return 1;
236} 317}
237 318
238/* 319/*
239 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
240 * 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
241 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
242 */ 323 */
243signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
244 signed long sum; 327 long sum;
245 object *inv; 328 object *inv;
329
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
247 if (inv->inv) 332 if (inv->inv)
248 sum_weight(inv); 333 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 335 }
336
251 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
253 if(op->carrying != sum) 340 if (op->carrying != sum)
254 op->carrying = sum; 341 op->carrying = sum;
342
255 return sum; 343 return sum;
256} 344}
257 345
258/** 346/**
259 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
260 */ 348 */
261 349
350object *
262object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
263 while (op->env != NULL) 353 while (op->env != NULL)
264 op = op->env; 354 op = op->env;
265 return op; 355 return op;
266} 356}
267 357
268/* 358/*
269 * 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
270 * 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
271 * or find a player. 361 * or find a player.
272 */ 362 */
273 363
364object *
274object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
276 if (op->env==op) 368 if (op->env == op)
277 op->env = NULL; 369 op->env = NULL;
278 return op; 370 return op;
279} 371}
280 372
281/* 373/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 375 * Some error messages.
284 * 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.
285 */ 377 */
286 378
287void dump_object2(object *op) { 379char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 380dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 381{
342 char *cp; 382 if (!op)
383 return strdup ("[NULLOBJ]");
343 384
344 if(op==NULL) 385 object_freezer freezer;
345 { 386 save_object (freezer, op, 3);
346 strcpy(outstr,"[NULL pointer]"); 387 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 388}
384 389
385/* 390/*
386 * 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
387 * multi-object 1 which is closest to the second object. 392 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 393 * If it's not a multi-object, it is returned.
389 */ 394 */
390 395
396object *
391object *get_nearest_part(object *op, const object *pl) { 397get_nearest_part (object *op, const object *pl)
398{
392 object *tmp,*closest; 399 object *tmp, *closest;
393 int last_dist,i; 400 int last_dist, i;
401
394 if(op->more==NULL) 402 if (op->more == NULL)
395 return op; 403 return op;
396 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)
397 if((i=distance(tmp,pl))<last_dist) 405 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 406 closest = tmp, last_dist = i;
399 return closest; 407 return closest;
400} 408}
401 409
402/* 410/*
403 * 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.
404 */ 412 */
405 413
414object *
406object *find_object(tag_t i) { 415find_object (tag_t i)
407 object *op; 416{
408 for(op=objects;op!=NULL;op=op->next) 417 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 418 if (op->count == i)
410 break; 419 return op;
420
411 return op; 421 return 0;
412} 422}
413 423
414/* 424/*
415 * 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.
416 * Used only by the patch command, but not all that useful. 426 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 427 * Enables features like "patch <name-of-other-player> food 999"
418 */ 428 */
419 429
430object *
420object *find_object_name(const char *str) { 431find_object_name (const char *str)
421 const char *name=add_string(str); 432{
433 shstr_cmp str_ (str);
422 object *op; 434 object *op;
435
423 for(op=objects;op!=NULL;op=op->next) 436 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 437 if (op->name == str_)
425 break; 438 break;
426 free_string(name); 439
427 return op; 440 return op;
428} 441}
429 442
443void
430void free_all_object_data(void) { 444free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 445{
472 if (!op) return; 446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 447}
480
481
482 448
483/* 449/*
484 * 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
485 * skill and experience objects. 451 * skill and experience objects.
486 */ 452 */
487void set_owner (object *op, object *owner) 453void
454object::set_owner (object *owner)
488{ 455{
489 if(owner==NULL||op==NULL) 456 if (!owner)
490 return; 457 return;
491 458
492 /* next line added to allow objects which own objects */ 459 /* next line added to allow objects which own objects */
493 /* 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
494 * with the fireball owning a poison cloud which then owned the 461 * with the fireball owning a poison cloud which then owned the
495 * 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
496 * freed and then another object replacing it. Since the ownercounts 463 * freed and then another object replacing it. Since the ownercounts
497 * 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.
498 */ 465 */
499 while (owner->owner && owner!=owner->owner && 466 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 467 owner = owner->owner;
501 468
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 469 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 470}
556 471
557/* Zero the key_values on op, decrementing the shared-string 472/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 473 * refcounts and freeing the links.
559 */ 474 */
475static void
560static void free_key_values(object * op) { 476free_key_values (object *op)
561 key_value * i; 477{
562 key_value * next = NULL; 478 for (key_value *i = op->key_values; i != 0;)
563 479 {
564 if (op->key_values == NULL) return; 480 key_value *next = i->next;
481 delete i;
482
483 i = next;
565 484 }
566 for (i = op->key_values; i != NULL; i = next) { 485
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 486 op->key_values = 0;
577} 487}
578 488
489void object::clear ()
490{
491 attachable_base::clear ();
579 492
580/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 event *evt;
588 event *evt2;
589
590 /* redo this to be simpler/more efficient. Was also seeing
591 * crashes in the old code. Move this to the top - am
592 * seeing periodic crashes in this code, and would like to have
593 * as much info available as possible (eg, object name).
594 */
595 for (evt = op->events; evt; evt=evt2) {
596 evt2 = evt->next;
597
598 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
599 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
600 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
601
602 free(evt);
603 }
604 op->events = NULL;
605
606 free_key_values(op); 493 free_key_values (this);
607 494
608 /* the memset will clear all these values for us, but we need 495 owner = 0;
609 * to reduce the refcount on them. 496 name = 0;
610 */ 497 name_pl = 0;
611 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 498 title = 0;
612 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 499 race = 0;
613 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 500 slaying = 0;
614 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 501 skill = 0;
615 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 502 msg = 0;
616 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 503 lore = 0;
617 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 504 custom_name = 0;
618 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 505 materialname = 0;
619 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;
620 517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
621 519
622 memset((void*)op, 0, sizeof (object_special));
623 /* Below here, we clear things that are not done by the memset,
624 * or set default values that are not zero.
625 */
626 /* This is more or less true */
627 SET_FLAG(op, FLAG_REMOVED); 520 SET_FLAG (this, FLAG_REMOVED);
628 521
629
630 op->contr = NULL;
631 op->below=NULL;
632 op->above=NULL;
633 op->inv=NULL;
634 op->events=NULL;
635 op->container=NULL;
636 op->env=NULL;
637 op->more=NULL;
638 op->head=NULL;
639 op->map=NULL;
640 op->refcount=0;
641 op->active_next = NULL;
642 op->active_prev = NULL;
643 /* What is not cleared is next, prev, and count */ 522 /* What is not cleared is next, prev, and count */
644 523
645 op->expmul=1.0; 524 expmul = 1.0;
646 op->face = blank_face; 525 face = blank_face;
647 op->attacked_by_count = (tag_t) -1; 526
648 if (settings.casting_time) 527 if (settings.casting_time)
649 op->casting_time = -1; 528 casting_time = -1;
529}
650 530
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));
651} 538}
652 539
653/* 540/*
654 * copy object first frees everything allocated by the second object, 541 * copy object first frees everything allocated by the second object,
655 * 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
656 * object, allocating what needs to be allocated. Basically, any 543 * object, allocating what needs to be allocated. Basically, any
657 * 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,
658 * 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
659 * will point at garbage. 546 * will point at garbage.
660 */ 547 */
661 548void
662void copy_object(object *op2, object *op) { 549copy_object (object *op2, object *op)
663 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 550{
664 event *evt, *evt2, *evt_new; 551 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
665 553
666 /* Decrement the refcounts, but don't bother zeroing the fields; 554 op2->clone (op);
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);
678 555
679 /* Basically, same code as from clear_object() */ 556 if (is_freed)
680 for (evt = op->events; evt; evt=evt2) { 557 SET_FLAG (op, FLAG_FREED);
681 evt2 = evt->next; 558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
682 560
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 561 if (op2->speed < 0)
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
695 if(is_freed) SET_FLAG(op,FLAG_FREED);
696 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
697 if(op->name!=NULL) add_refcount(op->name);
698 if(op->name_pl!=NULL) add_refcount(op->name_pl);
699 if(op->title!=NULL) add_refcount(op->title);
700 if(op->race!=NULL) add_refcount(op->race);
701 if(op->slaying!=NULL) add_refcount(op->slaying);
702 if(op->skill!=NULL) add_refcount(op->skill);
703 if(op->lore!=NULL) add_refcount(op->lore);
704 if(op->msg!=NULL) add_refcount(op->msg);
705 if(op->custom_name!=NULL) add_refcount(op->custom_name);
706 if (op->materialname != NULL) add_refcount(op->materialname);
707
708 if((op2->speed<0) && !editor)
709 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
710 563
711 /* Copy over event information */
712 evt2 = NULL;
713 for (evt = op2->events; evt; evt=evt->next) {
714 evt_new = (event *) malloc(sizeof(event));
715 memcpy(evt_new, evt, sizeof(event));
716 if (evt_new->hook) add_refcount(evt_new->hook);
717 if (evt_new->plugin) add_refcount(evt_new->plugin);
718 if (evt_new->options) add_refcount(evt_new->options);
719 evt_new->next = NULL;
720
721 /* Try to be a little clever here, and store away the
722 * last event we copied, so that its simpler to update the
723 * pointer.
724 */
725 if (evt2)
726 evt2->next = evt_new;
727 else
728 op->events = evt_new;
729
730 evt2 = evt_new;
731 }
732 /* Copy over key_values, if any. */ 564 /* Copy over key_values, if any. */
733 if (op2->key_values != NULL) { 565 if (op2->key_values)
734 key_value * tail = NULL; 566 {
567 key_value *tail = 0;
735 key_value * i; 568 key_value *i;
736 569
737 op->key_values = NULL; 570 op->key_values = 0;
738 571
739 for (i = op2->key_values; i != NULL; i = i->next) { 572 for (i = op2->key_values; i; i = i->next)
740 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 573 {
574 key_value *new_link = new key_value;
741 575
742 new_link->next = NULL; 576 new_link->next = 0;
743 new_link->key = add_refcount(i->key); 577 new_link->key = i->key;
744 if (i->value) 578 new_link->value = i->value;
745 new_link->value = add_refcount(i->value);
746 else
747 new_link->value = NULL;
748 579
749 /* Try and be clever here, too. */ 580 /* Try and be clever here, too. */
750 if (op->key_values == NULL) { 581 if (!op->key_values)
582 {
751 op->key_values = new_link; 583 op->key_values = new_link;
752 tail = new_link; 584 tail = new_link;
753 } else { 585 }
754 tail->next = new_link; 586 else
755 tail = new_link; 587 {
588 tail->next = new_link;
589 tail = new_link;
590 }
591 }
756 } 592 }
757 } 593
758 }
759
760 update_ob_speed(op); 594 update_ob_speed (op);
761}
762
763/*
764 * expand_objects() allocates more objects for the list of unused objects.
765 * It is called from get_object() if the unused list is empty.
766 */
767
768void expand_objects(void) {
769 int i;
770 object *obj;
771 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
772
773 if(obj==NULL)
774 fatal(OUT_OF_MEMORY);
775 free_objects=obj;
776 obj[0].prev=NULL;
777 obj[0].next= &obj[1],
778 SET_FLAG(&(obj[0]), FLAG_REMOVED);
779 SET_FLAG(&(obj[0]), FLAG_FREED);
780
781 for(i=1;i<OBJ_EXPAND-1;i++) {
782 obj[i].next= &obj[i+1],
783 obj[i].prev= &obj[i-1],
784 SET_FLAG(&(obj[i]), FLAG_REMOVED);
785 SET_FLAG(&(obj[i]), FLAG_FREED);
786 }
787 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
788 obj[OBJ_EXPAND-1].next=NULL,
789 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
791
792 nrofallocobjects += OBJ_EXPAND;
793 nroffreeobjects += OBJ_EXPAND;
794}
795
796/*
797 * get_object() grabs an object from the list of unused objects, makes
798 * sure it is initialised, and returns it.
799 * If there are no free objects, expand_objects() is called to get more.
800 */
801
802object *get_object(void) {
803 object *op;
804
805 if(free_objects==NULL) {
806 expand_objects();
807 }
808 op=free_objects;
809#ifdef MEMORY_DEBUG
810 /* The idea is hopefully by doing a realloc, the memory
811 * debugging program will now use the current stack trace to
812 * report leaks.
813 */
814 op = realloc(op, sizeof(object));
815 SET_FLAG(op, FLAG_REMOVED);
816 SET_FLAG(op, FLAG_FREED);
817#endif
818
819 if(!QUERY_FLAG(op,FLAG_FREED)) {
820 LOG(llevError,"Fatal: Getting busy object.\n");
821 }
822 free_objects=op->next;
823 if(free_objects!=NULL)
824 free_objects->prev=NULL;
825 op->count= ++ob_count;
826 op->name=NULL;
827 op->name_pl=NULL;
828 op->title=NULL;
829 op->race=NULL;
830 op->slaying=NULL;
831 op->skill = NULL;
832 op->lore=NULL;
833 op->msg=NULL;
834 op->materialname=NULL;
835 op->next=objects;
836 op->prev=NULL;
837 op->active_next = NULL;
838 op->active_prev = NULL;
839 if(objects!=NULL)
840 objects->prev=op;
841 objects=op;
842 clear_object(op);
843 SET_FLAG(op,FLAG_REMOVED);
844 nroffreeobjects--;
845 return op;
846} 595}
847 596
848/* 597/*
849 * 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
850 * 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
851 * 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.
852 */ 601 */
853 602
603void
854void update_turn_face(object *op) { 604update_turn_face (object *op)
605{
855 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
856 return; 607 return;
857 SET_ANIMATION(op, op->direction); 608 SET_ANIMATION (op, op->direction);
858 update_object(op,UP_OBJ_FACE); 609 update_object (op, UP_OBJ_FACE);
859} 610}
860 611
861/* 612/*
862 * 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
863 * 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.
864 * 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.
865 */ 616 */
866 617void
867void update_ob_speed(object *op) { 618update_ob_speed (object *op)
619{
868 extern int arch_init; 620 extern int arch_init;
869 621
870 /* No reason putting the archetypes objects on the speed list, 622 /* No reason putting the archetypes objects on the speed list,
871 * since they never really need to be updated. 623 * since they never really need to be updated.
872 */ 624 */
873 625
874 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
875 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);
876#ifdef MANY_CORES 629#ifdef MANY_CORES
877 abort(); 630 abort ();
878#else 631#else
879 op->speed = 0; 632 op->speed = 0;
880#endif 633#endif
881 } 634 }
635
882 if (arch_init) { 636 if (arch_init)
883 return;
884 }
885 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
886 /* If already on active list, don't do anything */
887 if (op->active_next || op->active_prev || op==active_objects)
888 return; 637 return;
889 638
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)
643 return;
644
890 /* process_events() expects us to insert the object at the beginning 645 /* process_events() expects us to insert the object at the beginning
891 * of the list. */ 646 * of the list. */
892 op->active_next = active_objects; 647 op->active_next = active_objects;
648
893 if (op->active_next!=NULL) 649 if (op->active_next != NULL)
894 op->active_next->active_prev = op; 650 op->active_next->active_prev = op;
651
895 active_objects = op; 652 active_objects = op;
653 }
654 else
896 } 655 {
897 else {
898 /* If not on the active list, nothing needs to be done */ 656 /* If not on the active list, nothing needs to be done */
899 if (!op->active_next && !op->active_prev && op!=active_objects) 657 if (!op->active_next && !op->active_prev && op != active_objects)
900 return; 658 return;
901 659
902 if (op->active_prev==NULL) { 660 if (op->active_prev == NULL)
661 {
903 active_objects = op->active_next; 662 active_objects = op->active_next;
663
904 if (op->active_next!=NULL) 664 if (op->active_next != NULL)
905 op->active_next->active_prev = NULL; 665 op->active_next->active_prev = NULL;
906 } 666 }
907 else { 667 else
668 {
908 op->active_prev->active_next = op->active_next; 669 op->active_prev->active_next = op->active_next;
670
909 if (op->active_next) 671 if (op->active_next)
910 op->active_next->active_prev = op->active_prev; 672 op->active_next->active_prev = op->active_prev;
911 } 673 }
674
912 op->active_next = NULL; 675 op->active_next = NULL;
913 op->active_prev = NULL; 676 op->active_prev = NULL;
914 } 677 }
915} 678}
916 679
917/* This function removes object 'op' from the list of active 680/* This function removes object 'op' from the list of active
918 * objects. 681 * objects.
920 * 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
921 * in play chewing up cpu time getting processed. 684 * in play chewing up cpu time getting processed.
922 * The reverse of this is to call update_ob_speed, which 685 * The reverse of this is to call update_ob_speed, which
923 * 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.
924 */ 687 */
688void
925void remove_from_active_list(object *op) 689remove_from_active_list (object *op)
926{ 690{
927 /* If not on the active list, nothing needs to be done */ 691 /* If not on the active list, nothing needs to be done */
928 if (!op->active_next && !op->active_prev && op!=active_objects) 692 if (!op->active_next && !op->active_prev && op != active_objects)
929 return; 693 return;
930 694
931 if (op->active_prev==NULL) { 695 if (op->active_prev == NULL)
696 {
932 active_objects = op->active_next; 697 active_objects = op->active_next;
933 if (op->active_next!=NULL) 698 if (op->active_next != NULL)
934 op->active_next->active_prev = NULL; 699 op->active_next->active_prev = NULL;
700 }
701 else
935 } 702 {
936 else {
937 op->active_prev->active_next = op->active_next; 703 op->active_prev->active_next = op->active_next;
938 if (op->active_next) 704 if (op->active_next)
939 op->active_next->active_prev = op->active_prev; 705 op->active_next->active_prev = op->active_prev;
940 } 706 }
941 op->active_next = NULL; 707 op->active_next = NULL;
942 op->active_prev = NULL; 708 op->active_prev = NULL;
943} 709}
944 710
945/* 711/*
946 * update_object() updates the array which represents the map. 712 * update_object() updates the array which represents the map.
947 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
962 * 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
963 * 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.
964 * UP_OBJ_FACE: only the objects face has changed. 730 * UP_OBJ_FACE: only the objects face has changed.
965 */ 731 */
966 732
733void
967void update_object(object *op, int action) { 734update_object (object *op, int action)
735{
968 int update_now=0, flags; 736 int update_now = 0, flags;
969 MoveType move_on, move_off, move_block, move_slow; 737 MoveType move_on, move_off, move_block, move_slow;
970 738
971 if (op == NULL) { 739 if (op == NULL)
740 {
972 /* this should never happen */ 741 /* this should never happen */
973 LOG(llevDebug,"update_object() called for NULL object.\n"); 742 LOG (llevDebug, "update_object() called for NULL object.\n");
974 return; 743 return;
975 }
976 744 }
745
977 if(op->env!=NULL) { 746 if (op->env != NULL)
747 {
978 /* Animation is currently handled by client, so nothing 748 /* Animation is currently handled by client, so nothing
979 * to do in this case. 749 * to do in this case.
980 */ 750 */
981 return; 751 return;
982 } 752 }
983 753
984 /* 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
985 * going to get freed anyways. 755 * going to get freed anyways.
986 */ 756 */
987 if (!op->map || op->map->in_memory == MAP_SAVING) return; 757 if (!op->map || op->map->in_memory == MAP_SAVING)
988 758 return;
759
989 /* make sure the object is within map boundaries */ 760 /* make sure the object is within map boundaries */
990 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))
991 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 762 {
992 LOG(llevError,"update_object() called for object out of map!\n"); 763 LOG (llevError, "update_object() called for object out of map!\n");
993#ifdef MANY_CORES 764#ifdef MANY_CORES
994 abort(); 765 abort ();
995#endif 766#endif
996 return; 767 return;
997 }
998 768 }
769
999 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 770 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1000 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);
1001 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);
1002 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);
1003 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);
1004 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);
1005 776
1006 if (action == UP_OBJ_INSERT) { 777 if (action == UP_OBJ_INSERT)
778 {
1007 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1008 update_now=1; 780 update_now = 1;
1009 781
1010 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1011 update_now=1; 783 update_now = 1;
1012 784
1013 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1014 update_now=1; 786 update_now = 1;
1015 787
1016 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1017 update_now=1; 789 update_now = 1;
1018 790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
1019 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
1020 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
1021 /* 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
1022 * to have move_allow right now. 801 * to have move_allow right now.
1023 */ 802 */
1024 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 803 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1025 update_now=1; 804 update_now = 1;
805
1026 if ((move_slow | op->move_slow) != move_slow) update_now=1; 806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
1027 } 808 }
1028 /* if the object is being removed, we can't make intelligent 809 /* if the object is being removed, we can't make intelligent
1029 * decisions, because remove_ob can't really pass the object 810 * decisions, because remove_ob can't really pass the object
1030 * that is being removed. 811 * that is being removed.
1031 */ 812 */
1032 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1033 update_now=1; 814 update_now = 1;
1034 } else if (action == UP_OBJ_FACE) { 815 else if (action == UP_OBJ_FACE)
1035 /* Nothing to do for that case */ 816 /* Nothing to do for that case */ ;
1036 }
1037 else { 817 else
1038 LOG(llevError,"update_object called with invalid action: %d\n", action); 818 LOG (llevError, "update_object called with invalid action: %d\n", action);
1039 }
1040 819
1041 if (update_now) { 820 if (update_now)
821 {
1042 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);
1043 update_position(op->map, op->x, op->y); 823 update_position (op->map, op->x, op->y);
1044 } 824 }
1045 825
1046 if(op->more!=NULL) 826 if (op->more != NULL)
1047 update_object(op->more, action); 827 update_object (op->more, action);
1048} 828}
1049 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}
1050 900
1051/* 901/*
1052 * free_object() frees everything allocated by an object, removes 902 * free_object() frees everything allocated by an object, removes
1053 * 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
1054 * free objects. The IS_FREED() flag is set in the object. 904 * free objects. The IS_FREED() flag is set in the object.
1055 * The object must have been removed by remove_ob() first for 905 * The object must have been removed by remove_ob() first for
1056 * this function to succeed. 906 * this function to succeed.
1057 * 907 *
1058 * 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
1059 * inventory to the ground. 909 * inventory to the ground.
1060 */ 910 */
911void object::destroy (bool destroy_inventory)
912{
913 if (QUERY_FLAG (this, FLAG_FREED))
914 return;
1061 915
1062void free_object(object *ob) { 916 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1063 free_object2(ob, 0); 917 remove_friendly_object (this);
1064}
1065void free_object2(object *ob, int free_inventory) {
1066 object *tmp,*op;
1067 918
1068 if (object_free_callback)
1069 object_free_callback (ob);
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 919 if (!QUERY_FLAG (this, FLAG_REMOVED))
1072 LOG(llevDebug,"Free object called with non removed object\n"); 920 remove_ob (this);
1073 dump_object(ob); 921
1074#ifdef MANY_CORES 922 SET_FLAG (this, FLAG_FREED);
1075 abort(); 923
1076#endif 924 if (more)
1077 } 925 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 926 more->destroy (destroy_inventory);
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 927 more = 0;
1080 remove_friendly_object(ob); 928 }
929
930 if (inv)
1081 } 931 {
1082 if(QUERY_FLAG(ob,FLAG_FREED)) {
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 }
1087 if(ob->more!=NULL) {
1088 free_object2(ob->more, free_inventory);
1089 ob->more=NULL;
1090 }
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process - 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 {
1098 { 938 object *op = inv;
1099 op=ob->inv; 939
1100 while(op!=NULL) { 940 while (op)
1101 tmp=op->below; 941 {
1102 remove_ob(op); 942 object *tmp = op->below;
1103 free_object2(op, free_inventory); 943 op->destroy (destroy_inventory);
1104 op=tmp; 944 op = tmp;
945 }
946 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950
951 while (op)
952 {
953 object *tmp = op->below;
954
955 remove_ob (op);
956
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))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
1105 } 970 }
1106 } 971
1107 else { /* Put objects in inventory onto this space */ 972 // hack to ensure that freed objects still have a valid map
1108 op=ob->inv; 973 {
1109 while(op!=NULL) { 974 static maptile *freed_map; // freed objects are moved here to avoid crashes
1110 tmp=op->below; 975
1111 remove_ob(op); 976 if (!freed_map)
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 977 {
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 978 freed_map = new maptile;
1114 free_object(op); 979
1115 else { 980 freed_map->name = "/internal/freed_objects_map";
1116 op->x=ob->x; 981 freed_map->width = 3;
1117 op->y=ob->y; 982 freed_map->height = 3;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 983
1119 } 984 freed_map->allocate ();
1120 op=tmp;
1121 }
1122 }
1123 } 985 }
986
987 map = freed_map;
988 x = 1;
989 y = 1;
990 }
991
992 // clear those pointers that likely might have circular references to us
993 owner = 0;
994 enemy = 0;
995 attacked_by = 0;
996
997 // only relevant for players(?), but make sure of it anyways
998 contr = 0;
999
1124 /* Remove object from the active list */ 1000 /* Remove object from the active list */
1125 ob->speed = 0; 1001 speed = 0;
1126 update_ob_speed(ob); 1002 update_ob_speed (this);
1127 1003
1128 SET_FLAG(ob, FLAG_FREED); 1004 unlink ();
1129 ob->count = 0;
1130 1005
1131 /* Remove this object from the list of used objects */ 1006 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} 1007}
1216 1008
1217/* 1009/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 1010 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 1011 * weight of an object (and what is carried by it's environment(s)).
1220 */ 1012 */
1221 1013
1014void
1222void sub_weight (object *op, signed long weight) { 1015sub_weight (object *op, signed long weight)
1016{
1223 while (op != NULL) { 1017 while (op != NULL)
1018 {
1224 if (op->type == CONTAINER) { 1019 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1020 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1021
1227 op->carrying-=weight; 1022 op->carrying -= weight;
1228 op = op->env; 1023 op = op->env;
1229 } 1024 }
1230} 1025}
1231 1026
1232/* remove_ob(op): 1027/* remove_ob(op):
1233 * This function removes the object op from the linked list of objects 1028 * 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 1029 * which it is currently tied to. When this function is done, the
1236 * environment, the x and y coordinates will be updated to 1031 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1032 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1033 * Beware: This function is called from the editor as well!
1239 */ 1034 */
1240 1035
1036void
1241void remove_ob(object *op) { 1037remove_ob (object *op)
1038{
1242 object *tmp,*last=NULL; 1039 object *tmp, *last = 0;
1243 object *otmp; 1040 object *otmp;
1244 tag_t tag; 1041
1245 int check_walk_off; 1042 int check_walk_off;
1246 mapstruct *m; 1043 maptile *m;
1044
1247 sint16 x,y; 1045 sint16 x, y;
1248
1249 1046
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1047 if (QUERY_FLAG (op, FLAG_REMOVED))
1251 dump_object(op); 1048 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1049
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); 1050 SET_FLAG (op, FLAG_REMOVED);
1270 1051
1052 if (op->more != NULL)
1053 remove_ob (op->more);
1054
1271 /* 1055 /*
1272 * In this case, the object to be removed is in someones 1056 * In this case, the object to be removed is in someones
1273 * inventory. 1057 * inventory.
1274 */ 1058 */
1275 if(op->env!=NULL) { 1059 if (op->env != NULL)
1060 {
1276 if(op->nrof) 1061 if (op->nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1062 sub_weight (op->env, op->weight * op->nrof);
1278 else 1063 else
1279 sub_weight(op->env, op->weight+op->carrying); 1064 sub_weight (op->env, op->weight + op->carrying);
1280 1065
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1066 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1067 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1068 * to save cpu time.
1284 */ 1069 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1070 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); 1071 fix_player (otmp);
1288 1072
1289 if(op->above!=NULL) 1073 if (op->above != NULL)
1290 op->above->below=op->below; 1074 op->above->below = op->below;
1291 else 1075 else
1292 op->env->inv=op->below; 1076 op->env->inv = op->below;
1293 1077
1294 if(op->below!=NULL) 1078 if (op->below != NULL)
1295 op->below->above=op->above; 1079 op->below->above = op->above;
1296 1080
1297 /* we set up values so that it could be inserted into 1081 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1082 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1083 * to the caller to decide what we want to do.
1300 */ 1084 */
1301 op->x=op->env->x,op->y=op->env->y; 1085 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; 1086 op->map = op->env->map;
1304 op->above=NULL,op->below=NULL; 1087 op->above = NULL, op->below = NULL;
1305 op->env=NULL; 1088 op->env = NULL;
1306 return; 1089 }
1090 else if (op->map)
1307 } 1091 {
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x; 1092 x = op->x;
1313 y = op->y; 1093 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y); 1094 m = get_map_from_coord (op->map, &x, &y);
1315 1095
1316 if (!m) { 1096 if (!m)
1097 {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1098 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); 1099 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue. 1100 /* 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 1101 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed. 1102 * screwed up and should be fixed.
1322 */ 1103 */
1323 abort(); 1104 abort ();
1324 } 1105 }
1106
1325 if (op->map != m) { 1107 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", 1108 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); 1109 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329 1110
1330 /* Re did the following section of code - it looks like it had 1111 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about 1112 * lots of logic for things we no longer care about
1332 */ 1113 */
1333 1114
1334 /* link the object above us */ 1115 /* link the object above us */
1335 if (op->above) 1116 if (op->above)
1336 op->above->below=op->below; 1117 op->above->below = op->below;
1337 else 1118 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1119 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1339 1120
1340 /* Relink the object below us, if there is one */ 1121 /* Relink the object below us, if there is one */
1341 if(op->below) { 1122 if (op->below)
1342 op->below->above=op->above; 1123 op->below->above = op->above;
1343 } else { 1124 else
1125 {
1344 /* Nothing below, which means we need to relink map object for this space 1126 /* 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 1127 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1128 * evident
1347 */ 1129 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1130 if (GET_MAP_OB (m, x, y) != op)
1349 dump_object(op); 1131 {
1132 char *dump = dump_object (op);
1133 LOG (llevError,
1350 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1134 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1351 dump_object(GET_MAP_OB(m,x,y)); 1135 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 1136 dump = dump_object (GET_MAP_OB (m, x, y));
1353 } 1137 LOG (llevError, "%s\n", dump);
1138 free (dump);
1139 }
1140
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1141 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1355 } 1142 }
1356 op->above=NULL; 1143
1144 op->above = 0;
1357 op->below=NULL; 1145 op->below = 0;
1358 1146
1359 if (op->map->in_memory == MAP_SAVING) 1147 if (op->map->in_memory == MAP_SAVING)
1360 return; 1148 return;
1361 1149
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1150 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1151
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1152 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1153 {
1365 /* No point updating the players look faces if he is the object 1154 /* No point updating the players look faces if he is the object
1366 * being removed. 1155 * being removed.
1367 */ 1156 */
1368 1157
1369 if(tmp->type==PLAYER && tmp!=op) { 1158 if (tmp->type == PLAYER && tmp != op)
1159 {
1370 /* If a container that the player is currently using somehow gets 1160 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1161 * removed (most likely destroyed), update the player view
1372 * appropriately. 1162 * appropriately.
1373 */ 1163 */
1374 if (tmp->container==op) { 1164 if (tmp->container == op)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1165 {
1376 tmp->container=NULL; 1166 CLEAR_FLAG (op, FLAG_APPLIED);
1377 } 1167 tmp->container = NULL;
1168 }
1169
1378 tmp->contr->socket.update_look=1; 1170 tmp->contr->socket.update_look = 1;
1379 } 1171 }
1172
1380 /* See if player moving off should effect something */ 1173 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1174 if (check_walk_off
1175 && ((op->move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1176 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1383 1177 {
1384 move_apply(tmp, op, NULL); 1178 move_apply (tmp, op, NULL);
1385 if (was_destroyed (op, tag)) {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1179
1180 if (op->destroyed ())
1181 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1182 }
1183
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1184 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1185
1393 if(tmp->above == tmp) 1186 if (tmp->above == tmp)
1394 tmp->above = NULL; 1187 tmp->above = NULL;
1395 last=tmp; 1188
1396 } 1189 last = tmp;
1190 }
1191
1397 /* last == NULL of there are no objects on this space */ 1192 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1193 if (last == NULL)
1194 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1195 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1196 * 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 1197 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1198 * be correct anyways.
1403 */ 1199 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1200 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1201 update_position (op->map, op->x, op->y);
1406 } 1202 }
1407 else 1203 else
1408 update_object(last, UP_OBJ_REMOVE); 1204 update_object (last, UP_OBJ_REMOVE);
1409 1205
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1206 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y); 1207 update_all_los (op->map, op->x, op->y);
1412 1208 }
1413} 1209}
1414 1210
1415/* 1211/*
1416 * merge_ob(op,top): 1212 * merge_ob(op,top):
1417 * 1213 *
1418 * This function goes through all objects below and including top, and 1214 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1215 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1216 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1217 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1218 */
1423 1219object *
1424object *merge_ob(object *op, object *top) { 1220merge_ob (object *op, object *top)
1221{
1425 if(!op->nrof) 1222 if (!op->nrof)
1426 return 0; 1223 return 0;
1224
1427 if(top==NULL) 1225 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1226 for (top = op; top != NULL && top->above != NULL; top = top->above);
1227
1429 for(;top!=NULL;top=top->below) { 1228 for (; top != NULL; top = top->below)
1229 {
1430 if(top==op) 1230 if (top == op)
1431 continue; 1231 continue;
1432 if (CAN_MERGE(op,top)) 1232 if (CAN_MERGE (op, top))
1433 { 1233 {
1434 top->nrof+=op->nrof; 1234 top->nrof += op->nrof;
1235
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1236/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1237 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1238 remove_ob (op);
1438 free_object(op); 1239 free_object (op);
1439 return top; 1240 return top;
1440 } 1241 }
1441 } 1242 }
1243
1442 return NULL; 1244 return 0;
1443} 1245}
1444 1246
1445/* 1247/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1248 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1249 * job preparing multi-part monsters
1448 */ 1250 */
1251object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1252insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1253{
1450 object* tmp; 1254 object *tmp;
1255
1451 if (op->head) 1256 if (op->head)
1452 op=op->head; 1257 op = op->head;
1258
1453 for (tmp=op;tmp;tmp=tmp->more){ 1259 for (tmp = op; tmp; tmp = tmp->more)
1260 {
1454 tmp->x=x+tmp->arch->clone.x; 1261 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1262 tmp->y = y + tmp->arch->clone.y;
1456 } 1263 }
1264
1457 return insert_ob_in_map (op, m, originator, flag); 1265 return insert_ob_in_map (op, m, originator, flag);
1458} 1266}
1459 1267
1460/* 1268/*
1461 * insert_ob_in_map (op, map, originator, flag): 1269 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1270 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1284 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1285 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1286 * just 'op' otherwise
1479 */ 1287 */
1480 1288
1289object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1290insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1291{
1483 object *tmp, *top, *floor=NULL; 1292 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1293 sint16 x, y;
1485 1294
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1295 if (QUERY_FLAG (op, FLAG_FREED))
1296 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1297 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1298 return NULL;
1299 }
1300
1301 if (m == NULL)
1489 } 1302 {
1490 if(m==NULL) { 1303 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1304 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1305 free (dump);
1306 return op;
1494 } 1307 }
1308
1495 if(out_of_map(m,op->x,op->y)) { 1309 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1310 {
1311 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1312 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1313#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1314 /* 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 1315 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1316 * improperly inserted.
1502 */ 1317 */
1503 abort(); 1318 abort ();
1504#endif 1319#endif
1505 return op; 1320 free (dump);
1321 return op;
1506 } 1322 }
1323
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1324 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1325 {
1326 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1327 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1328 free (dump);
1329 return op;
1511 } 1330 }
1331
1512 if(op->more!=NULL) { 1332 if (op->more != NULL)
1333 {
1513 /* The part may be on a different map. */ 1334 /* The part may be on a different map. */
1514 1335
1515 object *more = op->more; 1336 object *more = op->more;
1516 1337
1517 /* We really need the caller to normalize coordinates - if 1338 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1339 * 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 1340 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1341 * is clear wrong do we normalize it.
1521 */ 1342 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1343 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); 1344 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1345 else if (!more->map)
1346 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1347 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1348 * more->map should always point to the parent.
1530 */ 1349 */
1531 more->map = m; 1350 more->map = m;
1532 } 1351 }
1533 1352
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1353 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1354 {
1535 if ( ! op->head) 1355 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1356 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1357
1537 return NULL; 1358 return NULL;
1538 } 1359 }
1539 } 1360 }
1361
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1362 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1363
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 1364 /* 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 1365 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1366 * need extra work
1549 */ 1367 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1368 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1369 x = op->x;
1552 y = op->y; 1370 y = op->y;
1553 1371
1554 /* this has to be done after we translate the coordinates. 1372 /* this has to be done after we translate the coordinates.
1555 */ 1373 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1374 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1375 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1376 if (CAN_MERGE (op, tmp))
1559 op->nrof+=tmp->nrof; 1377 {
1560 remove_ob(tmp); 1378 op->nrof += tmp->nrof;
1561 free_object(tmp); 1379 remove_ob (tmp);
1562 } 1380 free_object (tmp);
1563 } 1381 }
1564 1382
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1383 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1384 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1385
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1386 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1387 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1388
1570 if (flag & INS_BELOW_ORIGINATOR) { 1389 if (flag & INS_BELOW_ORIGINATOR)
1390 {
1571 if (originator->map != op->map || originator->x != op->x || 1391 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1392 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1394 abort ();
1575 } 1395 }
1396
1576 op->above = originator; 1397 op->above = originator;
1577 op->below = originator->below; 1398 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1399
1400 if (op->below)
1401 op->below->above = op;
1402 else
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1403 SET_MAP_OB (op->map, op->x, op->y, op);
1404
1580 /* since *below* originator, no need to update top */ 1405 /* since *below* originator, no need to update top */
1581 originator->below = op; 1406 originator->below = op;
1582 } else { 1407 }
1408 else
1409 {
1583 /* If there are other objects, then */ 1410 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1411 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1412 {
1585 object *last=NULL; 1413 object *last = NULL;
1586 /* 1414
1415 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1416 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1417 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1418 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1419 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1420 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1421 * 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 1422 * 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 1423 * 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 1424 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1425 * that flying non pickable objects are spell objects.
1597 */ 1426 */
1598 1427
1599 while (top != NULL) { 1428 while (top != NULL)
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1429 {
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1430 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1602 if (QUERY_FLAG(top, FLAG_NO_PICK) 1431 floor = top;
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1432
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1433 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1605 { 1434 {
1606 /* We insert above top, so we want this object below this */ 1435 /* We insert above top, so we want this object below this */
1607 top=top->below; 1436 top = top->below;
1608 break; 1437 break;
1609 } 1438 }
1610 last = top; 1439
1611 top = top->above; 1440 last = top;
1612 } 1441 top = top->above;
1442 }
1443
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1444 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1445 top = last;
1615 1446
1616 /* We let update_position deal with figuring out what the space 1447 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1448 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1449 * makes things faster, and effectively the same result.
1619 */ 1450 */
1620 1451
1621 /* Have object 'fall below' other objects that block view. 1452 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1453 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1454 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1455 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1456 * stacking is a bit odd.
1626 */ 1457 */
1627 if (!(flag & INS_ON_TOP) && 1458 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1459 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1629 (op->face && !op->face->visibility)) { 1460 {
1630 for (last=top; last != floor; last=last->below) 1461 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1462 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1463 break;
1632 /* Check to see if we found the object that blocks view, 1464 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1465 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1466 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1467 * set top to the object below us.
1636 */ 1468 */
1637 if (last && last->below && last != floor) top=last->below; 1469 if (last && last->below && last != floor)
1638 } 1470 top = last->below;
1639 } /* If objects on this space */ 1471 }
1472 } /* If objects on this space */
1473
1640 if (flag & INS_MAP_LOAD) 1474 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1475 top = GET_MAP_TOP (op->map, op->x, op->y);
1476
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1477 if (flag & INS_ABOVE_FLOOR_ONLY)
1478 top = floor;
1643 1479
1644 /* Top is the object that our object (op) is going to get inserted above. 1480 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1481 */
1646 1482
1647 /* First object on this space */ 1483 /* First object on this space */
1648 if (!top) { 1484 if (!top)
1485 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1486 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1487
1488 if (op->above)
1489 op->above->below = op;
1490
1651 op->below = NULL; 1491 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1492 SET_MAP_OB (op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */ 1493 }
1494 else
1495 { /* get inserted into the stack above top */
1654 op->above = top->above; 1496 op->above = top->above;
1655 if (op->above) op->above->below = op; 1497
1498 if (op->above)
1499 op->above->below = op;
1500
1656 op->below = top; 1501 op->below = top;
1657 top->above = op; 1502 top->above = op;
1658 } 1503 }
1504
1659 if (op->above==NULL) 1505 if (op->above == NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1506 SET_MAP_TOP (op->map, op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */ 1507 } /* else not INS_BELOW_ORIGINATOR */
1662 1508
1663 if(op->type==PLAYER) 1509 if (op->type == PLAYER)
1664 op->contr->do_los=1; 1510 op->contr->do_los = 1;
1665 1511
1666 /* If we have a floor, we know the player, if any, will be above 1512 /* 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. 1513 * it, so save a few ticks and start from there.
1668 */ 1514 */
1669 if (!(flag & INS_MAP_LOAD)) 1515 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1516 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1671 if (tmp->type == PLAYER) 1517 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1; 1518 tmp->contr->socket.update_look = 1;
1673 }
1674 1519
1675 /* If this object glows, it may affect lighting conditions that are 1520 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1521 * 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 1522 * 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 1523 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1524 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1525 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1526 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1527 * of effect may be sufficient.
1683 */ 1528 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1529 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1530 update_all_los (op->map, op->x, op->y);
1686 1531
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1532 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1533 update_object (op, UP_OBJ_INSERT);
1690 1534
1691
1692 /* Don't know if moving this to the end will break anything. However, 1535 /* 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. 1536 * we want to have update_look set above before calling this.
1694 * 1537 *
1695 * check_move_on() must be after this because code called from 1538 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1539 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1540 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1541 * update_object().
1699 */ 1542 */
1700 1543
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1544 /* 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) { 1545 if (!(flag & INS_NO_WALK_ON) && !op->head)
1546 {
1704 if (check_move_on(op, originator)) 1547 if (check_move_on (op, originator))
1705 return NULL; 1548 return NULL;
1706 1549
1707 /* If we are a multi part object, lets work our way through the check 1550 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1551 * walk on's.
1709 */ 1552 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1553 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1554 if (check_move_on (tmp, originator))
1712 return NULL; 1555 return NULL;
1713 } 1556 }
1557
1714 return op; 1558 return op;
1715} 1559}
1716 1560
1717/* this function inserts an object in the map, but if it 1561/* 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. 1562 * 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. 1563 * op is the object to insert it under: supplies x and the map.
1720 */ 1564 */
1565void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1566replace_insert_ob_in_map (const char *arch_string, object *op)
1567{
1722 object *tmp; 1568 object *
1723 object *tmp1; 1569 tmp;
1570 object *
1571 tmp1;
1724 1572
1725 /* first search for itself and remove any old instances */ 1573 /* first search for itself and remove any old instances */
1726 1574
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1575 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1576 {
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1577 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1578 {
1729 remove_ob(tmp); 1579 remove_ob (tmp);
1730 free_object(tmp); 1580 free_object (tmp);
1731 } 1581 }
1732 } 1582 }
1733 1583
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1584 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1585
1736 1586 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1587 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1588 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1589}
1740 1590
1741/* 1591/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1592 * 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 1593 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1594 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1595 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1596 * global static errmsg array.
1747 */ 1597 */
1748 1598
1599object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1600get_split_ob (object *orig_ob, uint32 nr)
1750 object *newob; 1601{
1602 object *
1603 newob;
1604 int
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1605 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1606
1753 if(orig_ob->nrof<nr) { 1607 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 } 1608 {
1609 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1610 return NULL;
1611 }
1612
1758 newob = object_create_clone(orig_ob); 1613 newob = object_create_clone (orig_ob);
1614
1759 if((orig_ob->nrof-=nr)<1) { 1615 if ((orig_ob->nrof -= nr) < 1)
1616 {
1760 if ( ! is_removed) 1617 if (!is_removed)
1761 remove_ob(orig_ob); 1618 remove_ob (orig_ob);
1762 free_object2(orig_ob, 1); 1619 free_object2 (orig_ob, 1);
1763 } 1620 }
1764 else if ( ! is_removed) { 1621 else if (!is_removed)
1622 {
1765 if(orig_ob->env!=NULL) 1623 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1624 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1625 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1626 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1627 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"); 1628 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1629 return NULL;
1772 } 1630 }
1773 } 1631 }
1632
1774 newob->nrof=nr; 1633 newob->nrof = nr;
1775 1634
1776 return newob; 1635 return newob;
1777} 1636}
1778 1637
1779/* 1638/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1639 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1640 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1641 * is subsequently removed and freed.
1783 * 1642 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1643 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1644 */
1786 1645
1646object *
1787object *decrease_ob_nr (object *op, uint32 i) 1647decrease_ob_nr (object *op, uint32 i)
1788{ 1648{
1789 object *tmp; 1649 object *tmp;
1790 player *pl; 1650 player *pl;
1791 1651
1792 if (i == 0) /* objects with op->nrof require this check */ 1652 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1653 return op;
1794 1654
1795 if (i > op->nrof) 1655 if (i > op->nrof)
1796 i = op->nrof; 1656 i = op->nrof;
1797 1657
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1658 if (QUERY_FLAG (op, FLAG_REMOVED))
1659 op->nrof -= i;
1660 else if (op->env != NULL)
1661 {
1662 /* is this object in the players inventory, or sub container
1663 * therein?
1664 */
1665 tmp = is_player_inv (op->env);
1666 /* nope. Is this a container the player has opened?
1667 * If so, set tmp to that player.
1668 * IMO, searching through all the players will mostly
1669 * likely be quicker than following op->env to the map,
1670 * and then searching the map for a player.
1671 */
1672 if (!tmp)
1673 {
1674 for (pl = first_player; pl; pl = pl->next)
1675 if (pl->ob->container == op->env)
1676 break;
1677 if (pl)
1678 tmp = pl->ob;
1679 else
1680 tmp = NULL;
1681 }
1682
1683 if (i < op->nrof)
1684 {
1685 sub_weight (op->env, op->weight * i);
1686 op->nrof -= i;
1687 if (tmp)
1688 {
1689 esrv_send_item (tmp, op);
1690 }
1691 }
1692 else
1693 {
1694 remove_ob (op);
1695 op->nrof = 0;
1696 if (tmp)
1697 {
1698 esrv_del_item (tmp->contr, op->count);
1699 }
1700 }
1799 { 1701 }
1702 else
1703 {
1704 object *above = op->above;
1705
1706 if (i < op->nrof)
1800 op->nrof -= i; 1707 op->nrof -= i;
1801 }
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else { 1708 else
1709 {
1828 remove_ob (op); 1710 remove_ob (op);
1829 op->nrof = 0; 1711 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1712 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1713
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 */ 1714 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1715 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1716 if (tmp->type == PLAYER)
1717 {
1848 if (op->nrof) 1718 if (op->nrof)
1849 esrv_send_item(tmp, op); 1719 esrv_send_item (tmp, op);
1850 else 1720 else
1851 esrv_del_item(tmp->contr, op->count); 1721 esrv_del_item (tmp->contr, op->count);
1852 } 1722 }
1853 } 1723 }
1854 1724
1855 if (op->nrof) { 1725 if (op->nrof)
1856 return op; 1726 return op;
1857 } else { 1727 else
1728 {
1858 free_object (op); 1729 free_object (op);
1859 return NULL; 1730 return NULL;
1860 } 1731 }
1861} 1732}
1862 1733
1863/* 1734/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1735 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1736 * and also updates how much the environment(s) is/are carrying.
1866 */ 1737 */
1867 1738
1739void
1868void add_weight (object *op, signed long weight) { 1740add_weight (object *op, signed long weight)
1741{
1869 while (op!=NULL) { 1742 while (op != NULL)
1743 {
1870 if (op->type == CONTAINER) { 1744 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1745 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1746
1873 op->carrying+=weight; 1747 op->carrying += weight;
1874 op=op->env; 1748 op = op->env;
1875 } 1749 }
1876} 1750}
1877 1751
1878/* 1752/*
1879 * insert_ob_in_ob(op,environment): 1753 * insert_ob_in_ob(op,environment):
1880 * This function inserts the object op in the linked list 1754 * This function inserts the object op in the linked list
1887 * 1761 *
1888 * The function returns now pointer to inserted item, and return value can 1762 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1763 * be != op, if items are merged. -Tero
1890 */ 1764 */
1891 1765
1766object *
1892object *insert_ob_in_ob(object *op,object *where) { 1767insert_ob_in_ob (object *op, object *where)
1893 object *tmp, *otmp; 1768{
1769 object *
1770 tmp, *
1771 otmp;
1894 1772
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1773 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1774 {
1775 char *dump = dump_object (op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1776 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1777 free (dump);
1898 return op; 1778 return op;
1899 } 1779 }
1780
1900 if(where==NULL) { 1781 if (where == NULL)
1901 dump_object(op); 1782 {
1783 char *dump = dump_object (op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1784 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1785 free (dump);
1903 return op; 1786 return op;
1904 } 1787 }
1788
1905 if (where->head) { 1789 if (where->head)
1906 LOG(llevDebug, 1790 {
1907 "Warning: Tried to insert object wrong part of multipart object.\n"); 1791 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head; 1792 where = where->head;
1909 } 1793 }
1794
1910 if (op->more) { 1795 if (op->more)
1796 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1797 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1798 return op;
1914 } 1799 }
1800
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1801 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1802 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1803 if (op->nrof)
1804 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1805 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1806 if (CAN_MERGE (tmp, op))
1807 {
1920 /* return the original object and remove inserted object 1808 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1809 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1810 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1811 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1812 * tmp->nrof, we need to increase the weight.
1925 */ 1813 */
1926 add_weight (where, op->weight*op->nrof); 1814 add_weight (where, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1815 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1816 free_object (op); /* free the inserted object */
1929 op = tmp; 1817 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1818 remove_ob (op); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1819 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1820 break;
1933 } 1821 }
1934 1822
1935 /* I assume combined objects have no inventory 1823 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1824 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1825 * (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 1826 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1827 * the linking below
1940 */ 1828 */
1941 add_weight (where, op->weight*op->nrof); 1829 add_weight (where, op->weight * op->nrof);
1830 }
1942 } else 1831 else
1943 add_weight (where, (op->weight+op->carrying)); 1832 add_weight (where, (op->weight + op->carrying));
1944 1833
1945 otmp=is_player_inv(where); 1834 otmp = is_player_inv (where);
1946 if (otmp&&otmp->contr!=NULL) { 1835 if (otmp && otmp->contr != NULL)
1836 {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1837 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1838 fix_player (otmp);
1949 } 1839 }
1950 1840
1951 op->map=NULL; 1841 op->map = NULL;
1952 op->env=where; 1842 op->env = where;
1953 op->above=NULL; 1843 op->above = NULL;
1954 op->below=NULL; 1844 op->below = NULL;
1955 op->x=0,op->y=0; 1845 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1846
1958 /* reset the light list and los of the players on the map */ 1847 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1848 if ((op->glow_radius != 0) && where->map)
1960 { 1849 {
1961#ifdef DEBUG_LIGHTS 1850#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1851 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1852#endif /* DEBUG_LIGHTS */
1853 if (MAP_DARKNESS (where->map))
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1854 update_all_los (where->map, where->x, where->y);
1966 } 1855 }
1967 1856
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1857 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1858 * It sure simplifies this function...
1970 */ 1859 */
1971 if (where->inv==NULL) 1860 if (where->inv == NULL)
1972 where->inv=op; 1861 where->inv = op;
1973 else { 1862 else
1863 {
1974 op->below = where->inv; 1864 op->below = where->inv;
1975 op->below->above = op; 1865 op->below->above = op;
1976 where->inv = op; 1866 where->inv = op;
1977 } 1867 }
1978 return op; 1868 return op;
1979} 1869}
1980 1870
1981/* 1871/*
1982 * Checks if any objects has a move_type that matches objects 1872 * 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 1887 * 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 1888 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1889 * on top.
2000 */ 1890 */
2001 1891
1892int
2002int check_move_on (object *op, object *originator) 1893check_move_on (object *op, object *originator)
2003{ 1894{
2004 object *tmp; 1895 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1896 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1897 int x = op->x, y = op->y;
1898
2008 MoveType move_on, move_slow, move_block; 1899 MoveType move_on, move_slow, move_block;
2009 1900
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1901 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1902 return 0;
1903
1904 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1905 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1906 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1907
1908 /* if nothing on this space will slow op down or be applied,
1909 * no need to do checking below. have to make sure move_type
1910 * is set, as lots of objects don't have it set - we treat that
1911 * as walking.
1912 */
1913 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1914 return 0;
1915
1916 /* This is basically inverse logic of that below - basically,
1917 * if the object can avoid the move on or slow move, they do so,
1918 * but can't do it if the alternate movement they are using is
1919 * blocked. Logic on this seems confusing, but does seem correct.
1920 */
1921 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1922 return 0;
1923
1924 /* The objects have to be checked from top to bottom.
1925 * Hence, we first go to the top:
1926 */
1927
1928 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1929 {
1930 /* Trim the search when we find the first other spell effect
1931 * this helps performance so that if a space has 50 spell objects,
1932 * we don't need to check all of them.
1933 */
1934 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1935 break;
1936 }
1937
1938 for (; tmp; tmp = tmp->below)
1939 {
1940 if (tmp == op)
1941 continue; /* Can't apply yourself */
1942
1943 /* Check to see if one of the movement types should be slowed down.
1944 * Second check makes sure that the movement types not being slowed
1945 * (~slow_move) is not blocked on this space - just because the
1946 * space doesn't slow down swimming (for example), if you can't actually
1947 * swim on that space, can't use it to avoid the penalty.
1948 */
1949 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1950 {
1951 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1952 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1953 {
1954
1955 float
1956 diff = tmp->move_slow_penalty * FABS (op->speed);
1957
1958 if (op->type == PLAYER)
1959 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1960 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1961 diff /= 4.0;
1962
1963 op->speed_left -= diff;
1964 }
1965 }
1966
1967 /* Basically same logic as above, except now for actual apply. */
1968 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1969 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1970 {
1971 move_apply (tmp, op, originator);
1972
1973 if (op->destroyed ())
1974 return 1;
1975
1976 /* what the person/creature stepped onto has moved the object
1977 * someplace new. Don't process any further - if we did,
1978 * have a feeling strange problems would result.
1979 */
1980 if (op->map != m || op->x != x || op->y != y)
1981 return 0;
1982 }
1983 }
1984
1985 return 0;
2091} 1986}
2092 1987
2093/* 1988/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1989 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1990 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1991 * The first matching object is returned, or NULL if none.
2097 */ 1992 */
2098 1993
1994object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1995present_arch (const archetype *at, maptile *m, int x, int y)
1996{
2100 object *tmp; 1997 object *
1998 tmp;
1999
2101 if(m==NULL || out_of_map(m,x,y)) { 2000 if (m == NULL || out_of_map (m, x, y))
2001 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 2002 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 2003 return NULL;
2104 } 2004 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 2006 if (tmp->arch == at)
2107 return tmp; 2007 return tmp;
2108 return NULL; 2008 return NULL;
2109} 2009}
2110 2010
2111/* 2011/*
2112 * present(type, map, x, y) searches for any objects with 2012 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 2013 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 2014 * The first matching object is returned, or NULL if none.
2115 */ 2015 */
2116 2016
2017object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 2018present (unsigned char type, maptile *m, int x, int y)
2019{
2118 object *tmp; 2020 object *
2021 tmp;
2022
2119 if(out_of_map(m,x,y)) { 2023 if (out_of_map (m, x, y))
2024 {
2120 LOG(llevError,"Present called outside map.\n"); 2025 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 2026 return NULL;
2122 } 2027 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2028 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 2029 if (tmp->type == type)
2125 return tmp; 2030 return tmp;
2126 return NULL; 2031 return NULL;
2127} 2032}
2128 2033
2129/* 2034/*
2130 * present_in_ob(type, object) searches for any objects with 2035 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 2036 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
2133 */ 2038 */
2134 2039
2040object *
2135object *present_in_ob(unsigned char type, const object *op) { 2041present_in_ob (unsigned char type, const object *op)
2042{
2136 object *tmp; 2043 object *
2044 tmp;
2045
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 2047 if (tmp->type == type)
2139 return tmp; 2048 return tmp;
2140 return NULL; 2049 return NULL;
2141} 2050}
2142 2051
2143/* 2052/*
2153 * the object name, not the archetype name. this is so that the 2062 * 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 2063 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2064 * to be unique.
2156 */ 2065 */
2157 2066
2067object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2068present_in_ob_by_name (int type, const char *str, const object *op)
2069{
2159 object *tmp; 2070 object *
2071 tmp;
2160 2072
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2075 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2076 return tmp;
2164 } 2077 }
2165 return NULL; 2078 return NULL;
2166} 2079}
2167 2080
2168/* 2081/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2082 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2083 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2084 * The first matching object is returned, or NULL if none.
2172 */ 2085 */
2173 2086
2087object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2088present_arch_in_ob (const archetype *at, const object *op)
2089{
2175 object *tmp; 2090 object *
2091 tmp;
2092
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2093 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2094 if (tmp->arch == at)
2178 return tmp; 2095 return tmp;
2179 return NULL; 2096 return NULL;
2180} 2097}
2181 2098
2182/* 2099/*
2183 * activate recursively a flag on an object inventory 2100 * activate recursively a flag on an object inventory
2184 */ 2101 */
2102void
2185void flag_inv(object*op, int flag){ 2103flag_inv (object *op, int flag)
2104{
2186 object *tmp; 2105 object *
2106 tmp;
2107
2187 if(op->inv) 2108 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 {
2189 SET_FLAG(tmp, flag); 2111 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2112 flag_inv (tmp, flag);
2191 } 2113 }
2192}/* 2114} /*
2193 * desactivate recursively a flag on an object inventory 2115 * desactivate recursively a flag on an object inventory
2194 */ 2116 */
2117void
2195void unflag_inv(object*op, int flag){ 2118unflag_inv (object *op, int flag)
2119{
2196 object *tmp; 2120 object *
2121 tmp;
2122
2197 if(op->inv) 2123 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 {
2199 CLEAR_FLAG(tmp, flag); 2126 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2127 unflag_inv (tmp, flag);
2201 } 2128 }
2202} 2129}
2203 2130
2204/* 2131/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2132 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2133 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2134 * 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. 2135 * him/her-self and all object carried by a call to this function.
2209 */ 2136 */
2210 2137
2138void
2211void set_cheat(object *op) { 2139set_cheat (object *op)
2140{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2141 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2142 flag_inv (op, FLAG_WAS_WIZ);
2214} 2143}
2215 2144
2216/* 2145/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2146 * 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 2147 * 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 2162 * 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 2163 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2164 * customized, changed states, etc.
2236 */ 2165 */
2237 2166
2167int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2168find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2169{
2170 int
2171 i,
2239 int i,index=0, flag; 2172 index = 0, flag;
2173 static int
2240 static int altern[SIZEOFFREE]; 2174 altern[SIZEOFFREE];
2241 2175
2242 for(i=start;i<stop;i++) { 2176 for (i = start; i < stop; i++)
2177 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2178 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2179 if (!flag)
2245 altern[index++]=i; 2180 altern[index++] = i;
2246 2181
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2182 /* 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. 2183 * 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 - 2184 * 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 2185 * 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 2186 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2187 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2188 * won't look 2 spaces south of the target space.
2254 */ 2189 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2190 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2191 stop = maxfree[i];
2257 } 2192 }
2258 if(!index) return -1; 2193 if (!index)
2194 return -1;
2259 return altern[RANDOM()%index]; 2195 return altern[RANDOM () % index];
2260} 2196}
2261 2197
2262/* 2198/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2199 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2200 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2201 * 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. 2202 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2203 */
2268 2204
2205int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2206find_first_free_spot (const object *ob, maptile *m, int x, int y)
2207{
2208 int
2270 int i; 2209 i;
2210
2271 for(i=0;i<SIZEOFFREE;i++) { 2211 for (i = 0; i < SIZEOFFREE; i++)
2212 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2213 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2214 return i;
2274 } 2215 }
2275 return -1; 2216 return -1;
2276} 2217}
2277 2218
2278/* 2219/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2220 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2221 * arr[begin..end-1].
2281 */ 2222 */
2223static void
2282static void permute(int *arr, int begin, int end) 2224permute (int *arr, int begin, int end)
2283{ 2225{
2284 int i, j, tmp, len; 2226 int
2227 i,
2228 j,
2229 tmp,
2230 len;
2285 2231
2286 len = end-begin; 2232 len = end - begin;
2287 for(i = begin; i < end; i++) 2233 for (i = begin; i < end; i++)
2288 { 2234 {
2289 j = begin+RANDOM()%len; 2235 j = begin + RANDOM () % len;
2290 2236
2291 tmp = arr[i]; 2237 tmp = arr[i];
2292 arr[i] = arr[j]; 2238 arr[i] = arr[j];
2293 arr[j] = tmp; 2239 arr[j] = tmp;
2294 } 2240 }
2295} 2241}
2296 2242
2297/* new function to make monster searching more efficient, and effective! 2243/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2244 * 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 2245 * 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 2246 * 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 2247 * 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. 2248 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2249 */
2250void
2304void get_search_arr(int *search_arr) 2251get_search_arr (int *search_arr)
2305{ 2252{
2253 int
2306 int i; 2254 i;
2307 2255
2308 for(i = 0; i < SIZEOFFREE; i++) 2256 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2257 {
2310 search_arr[i] = i; 2258 search_arr[i] = i;
2311 } 2259 }
2312 2260
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2261 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2262 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2263 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2264}
2317 2265
2318/* 2266/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2267 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2268 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2274 * 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 2275 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2276 * there is capable of.
2329 */ 2277 */
2330 2278
2279int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2280find_dir (maptile *m, int x, int y, object *exclude)
2281{
2282 int
2283 i,
2332 int i,max=SIZEOFFREE, mflags; 2284 max = SIZEOFFREE, mflags;
2285
2333 sint16 nx, ny; 2286 sint16 nx, ny;
2334 object *tmp; 2287 object *
2335 mapstruct *mp; 2288 tmp;
2289 maptile *
2290 mp;
2291
2336 MoveType blocked, move_type; 2292 MoveType blocked, move_type;
2337 2293
2338 if (exclude && exclude->head) { 2294 if (exclude && exclude->head)
2295 {
2339 exclude = exclude->head; 2296 exclude = exclude->head;
2340 move_type = exclude->move_type; 2297 move_type = exclude->move_type;
2341 } else { 2298 }
2299 else
2300 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2301 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2302 move_type = MOVE_ALL;
2303 }
2304
2305 for (i = 1; i < max; i++)
2344 } 2306 {
2345 2307 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2308 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2309 ny = y + freearr_y[i];
2350 2310
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2311 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2312 if (mflags & P_OUT_OF_MAP)
2313 {
2353 max = maxfree[i]; 2314 max = maxfree[i];
2354 } else { 2315 }
2316 else
2317 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2318 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2319
2357 if ((move_type & blocked) == move_type) { 2320 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2321 {
2322 max = maxfree[i];
2323 }
2359 } else if (mflags & P_IS_ALIVE) { 2324 else if (mflags & P_IS_ALIVE)
2325 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2326 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2327 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2328 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2329 {
2364 } 2330 break;
2365 } 2331 }
2366 if(tmp) { 2332 }
2367 return freedir[i]; 2333 if (tmp)
2368 } 2334 {
2335 return freedir[i];
2336 }
2337 }
2338 }
2369 } 2339 }
2370 }
2371 }
2372 return 0; 2340 return 0;
2373} 2341}
2374 2342
2375/* 2343/*
2376 * distance(object 1, object 2) will return the square of the 2344 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2345 * distance between the two given objects.
2378 */ 2346 */
2379 2347
2348int
2380int distance(const object *ob1, const object *ob2) { 2349distance (const object *ob1, const object *ob2)
2350{
2381 int i; 2351 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2352 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2353
2354 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2355 return i;
2385} 2356}
2386 2357
2387/* 2358/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2359 * 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 2360 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2361 * object, needs to travel toward it.
2391 */ 2362 */
2392 2363
2364int
2393int find_dir_2(int x, int y) { 2365find_dir_2 (int x, int y)
2366{
2394 int q; 2367 int
2368 q;
2395 2369
2396 if(y) 2370 if (y)
2397 q=x*100/y; 2371 q = x * 100 / y;
2398 else if (x) 2372 else if (x)
2399 q= -300*x; 2373 q = -300 * x;
2400 else 2374 else
2401 return 0; 2375 return 0;
2402 2376
2403 if(y>0) { 2377 if (y > 0)
2378 {
2404 if(q < -242) 2379 if (q < -242)
2405 return 3 ; 2380 return 3;
2406 if (q < -41) 2381 if (q < -41)
2407 return 2 ; 2382 return 2;
2408 if (q < 41) 2383 if (q < 41)
2409 return 1 ; 2384 return 1;
2410 if (q < 242) 2385 if (q < 242)
2411 return 8 ; 2386 return 8;
2412 return 7 ; 2387 return 7;
2413 } 2388 }
2414 2389
2415 if (q < -242) 2390 if (q < -242)
2416 return 7 ; 2391 return 7;
2417 if (q < -41) 2392 if (q < -41)
2418 return 6 ; 2393 return 6;
2419 if (q < 41) 2394 if (q < 41)
2420 return 5 ; 2395 return 5;
2421 if (q < 242) 2396 if (q < 242)
2422 return 4 ; 2397 return 4;
2423 2398
2424 return 3 ; 2399 return 3;
2425} 2400}
2426 2401
2427/* 2402/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2403 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2404 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2405 * "overflow" in previous calculations of a direction).
2431 */ 2406 */
2432 2407
2408int
2433int absdir(int d) { 2409absdir (int d)
2434 while(d<1) d+=8; 2410{
2435 while(d>8) d-=8; 2411 while (d < 1)
2412 d += 8;
2413 while (d > 8)
2414 d -= 8;
2436 return d; 2415 return d;
2437} 2416}
2438 2417
2439/* 2418/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2419 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2420 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2421 */
2443 2422
2423int
2444int dirdiff(int dir1, int dir2) { 2424dirdiff (int dir1, int dir2)
2425{
2445 int d; 2426 int
2427 d;
2428
2446 d = abs(dir1 - dir2); 2429 d = abs (dir1 - dir2);
2447 if(d>4) 2430 if (d > 4)
2448 d = 8 - d; 2431 d = 8 - d;
2449 return d; 2432 return d;
2450} 2433}
2451 2434
2452/* peterm: 2435/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2440 * 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 2441 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2442 * functions.
2460 */ 2443 */
2461 2444
2445int
2462int reduction_dir[SIZEOFFREE][3] = { 2446 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2447 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2448 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2449 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2450 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2451 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2452 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2453 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2454 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2455 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2456 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2457 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2458 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2459 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2460 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2461 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2462 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2463 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2464 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2465 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2466 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2467 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2468 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2469 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2470 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2471 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2472 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2473 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2474 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2475 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2476 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2477 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2478 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2479 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2480 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2481 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2482 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2483 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2484 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2485 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2486 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2487 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2488 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2489 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2490 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2491 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2492 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2493 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2494 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2495 {24, 9, -1}
2496}; /* 48 */
2512 2497
2513/* Recursive routine to step back and see if we can 2498/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2499 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2500 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2501 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2502 * Modified to be map tile aware -.MSW
2518 */ 2503 */
2519
2520 2504
2505
2506int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2507can_see_monsterP (maptile *m, int x, int y, int dir)
2508{
2522 sint16 dx, dy; 2509 sint16 dx, dy;
2510 int
2523 int mflags; 2511 mflags;
2524 2512
2513 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2514 return 0; /* exit condition: invalid direction */
2526 2515
2527 dx = x + freearr_x[dir]; 2516 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2517 dy = y + freearr_y[dir];
2529 2518
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2519 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2520
2532 /* This functional arguably was incorrect before - it was 2521 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2522 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2523 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2524 * 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 2525 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2526 * at least its move type.
2538 */ 2527 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2528 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2529 return 0;
2540 2530
2541 /* yes, can see. */ 2531 /* yes, can see. */
2542 if(dir < 9) return 1; 2532 if (dir < 9)
2533 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2534 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2535 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} 2536}
2547 2537
2548 2538
2549 2539
2550/* 2540/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2541 * 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 2542 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2543 * picked up, otherwise 0.
2554 * 2544 *
2556 * core dumps if they do. 2546 * core dumps if they do.
2557 * 2547 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2548 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2549 */
2560 2550
2551int
2561int can_pick(const object *who, const object *item) { 2552can_pick (const object *who, const object *item)
2553{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2554 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2555 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2556 !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} 2557}
2567 2558
2568 2559
2569/* 2560/*
2570 * create clone from object to another 2561 * create clone from object to another
2571 */ 2562 */
2563object *
2572object *object_create_clone (object *asrc) { 2564object_create_clone (object *asrc)
2565{
2566 object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2567 dst = NULL, *tmp, *src, *part, *prev, *item;
2574 2568
2569 if (!asrc)
2575 if(!asrc) return NULL; 2570 return NULL;
2576 src = asrc; 2571 src = asrc;
2577 if(src->head) 2572 if (src->head)
2578 src = src->head; 2573 src = src->head;
2579 2574
2580 prev = NULL; 2575 prev = NULL;
2581 for(part = src; part; part = part->more) { 2576 for (part = src; part; part = part->more)
2577 {
2582 tmp = get_object(); 2578 tmp = get_object ();
2583 copy_object(part,tmp); 2579 copy_object (part, tmp);
2584 tmp->x -= src->x; 2580 tmp->x -= src->x;
2585 tmp->y -= src->y; 2581 tmp->y -= src->y;
2586 if(!part->head) { 2582 if (!part->head)
2583 {
2587 dst = tmp; 2584 dst = tmp;
2588 tmp->head = NULL; 2585 tmp->head = NULL;
2586 }
2589 } else { 2587 else
2588 {
2590 tmp->head = dst; 2589 tmp->head = dst;
2591 } 2590 }
2592 tmp->more = NULL; 2591 tmp->more = NULL;
2593 if(prev) 2592 if (prev)
2594 prev->more = tmp; 2593 prev->more = tmp;
2595 prev = tmp; 2594 prev = tmp;
2596 } 2595 }
2597 /*** copy inventory ***/ 2596
2598 for(item = src->inv; item; item = item->below) { 2597 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2598 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2599
2602 return dst; 2600 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} 2601}
2612 2602
2613/* GROS - Creates an object using a string representing its content. */ 2603/* 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 */ 2604/* 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, */ 2605/* 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. */ 2606/* 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. */ 2607/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2608/* Also remember that multiparts objects are not supported for now. */
2619 2609
2610object *
2620object* load_object_str(const char *obstr) 2611load_object_str (const char *obstr)
2621{ 2612{
2622 object *op; 2613 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2614 char filename[MAX_BUF];
2615
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2616 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2617
2626 tempfile=fopen(filename,"w"); 2618 FILE *tempfile = fopen (filename, "w");
2619
2627 if (tempfile == NULL) 2620 if (tempfile == NULL)
2628 { 2621 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2622 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2623 return NULL;
2631 }; 2624 }
2625
2632 fprintf(tempfile,obstr); 2626 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2627 fclose (tempfile);
2634 2628
2635 op=get_object(); 2629 op = get_object ();
2636 2630
2637 tempfile=fopen(filename,"r"); 2631 object_thawer thawer (filename);
2638 if (tempfile == NULL) 2632
2639 { 2633 if (thawer)
2640 LOG(llevError,"Error - Unable to read object temp file\n"); 2634 load_object (thawer, op, 0);
2641 return NULL; 2635
2642 };
2643 load_object(tempfile,op,LO_NEWFILE,0);
2644 LOG(llevDebug," load str completed, object=%s\n",op->name); 2636 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2645 CLEAR_FLAG(op,FLAG_REMOVED); 2637 CLEAR_FLAG (op, FLAG_REMOVED);
2646 fclose(tempfile); 2638
2647 return op; 2639 return op;
2648} 2640}
2649 2641
2650/* This returns the first object in who's inventory that 2642/* This returns the first object in who's inventory that
2651 * has the same type and subtype match. 2643 * has the same type and subtype match.
2652 * returns NULL if no match. 2644 * returns NULL if no match.
2653 */ 2645 */
2646object *
2654object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2647find_obj_by_type_subtype (const object *who, int type, int subtype)
2655{ 2648{
2656 object *tmp; 2649 object *tmp;
2657 2650
2658 for (tmp=who->inv; tmp; tmp=tmp->below) 2651 for (tmp = who->inv; tmp; tmp = tmp->below)
2659 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2652 if (tmp->type == type && tmp->subtype == subtype)
2653 return tmp;
2660 2654
2661 return NULL; 2655 return NULL;
2662} 2656}
2663 2657
2664/* If ob has a field named key, return the link from the list, 2658/* If ob has a field named key, return the link from the list,
2665 * otherwise return NULL. 2659 * otherwise return NULL.
2666 * 2660 *
2667 * key must be a passed in shared string - otherwise, this won't 2661 * key must be a passed in shared string - otherwise, this won't
2668 * do the desired thing. 2662 * do the desired thing.
2669 */ 2663 */
2664key_value *
2670key_value * get_ob_key_link(const object * ob, const char * key) { 2665get_ob_key_link (const object *ob, const char *key)
2666{
2671 key_value * link; 2667 key_value *link;
2672 2668
2673 for (link = ob->key_values; link != NULL; link = link->next) { 2669 for (link = ob->key_values; link != NULL; link = link->next)
2674 if (link->key == key) { 2670 if (link->key == key)
2675 return link; 2671 return link;
2676 } 2672
2677 }
2678
2679 return NULL; 2673 return NULL;
2680} 2674}
2681 2675
2682/* 2676/*
2683 * Returns the value of op has an extra_field for key, or NULL. 2677 * Returns the value of op has an extra_field for key, or NULL.
2684 * 2678 *
2685 * The argument doesn't need to be a shared string. 2679 * The argument doesn't need to be a shared string.
2686 * 2680 *
2687 * The returned string is shared. 2681 * The returned string is shared.
2688 */ 2682 */
2683const char *
2689const char * get_ob_key_value(const object * op, const char * const key) { 2684get_ob_key_value (const object *op, const char *const key)
2685{
2690 key_value * link; 2686 key_value *link;
2691 const char * canonical_key; 2687 shstr_cmp canonical_key (key);
2688
2689 if (!canonical_key)
2692 2690 {
2693 canonical_key = find_string(key);
2694
2695 if (canonical_key == NULL) {
2696 /* 1. There being a field named key on any object 2691 /* 1. There being a field named key on any object
2697 * implies there'd be a shared string to find. 2692 * implies there'd be a shared string to find.
2698 * 2. Since there isn't, no object has this field. 2693 * 2. Since there isn't, no object has this field.
2699 * 3. Therefore, *this* object doesn't have this field. 2694 * 3. Therefore, *this* object doesn't have this field.
2700 */ 2695 */
2701 return NULL; 2696 return 0;
2702 } 2697 }
2703 2698
2704 /* This is copied from get_ob_key_link() above - 2699 /* This is copied from get_ob_key_link() above -
2705 * only 4 lines, and saves the function call overhead. 2700 * only 4 lines, and saves the function call overhead.
2706 */ 2701 */
2707 for (link = op->key_values; link != NULL; link = link->next) { 2702 for (link = op->key_values; link; link = link->next)
2708 if (link->key == canonical_key) { 2703 if (link->key == canonical_key)
2709 return link->value; 2704 return link->value;
2710 } 2705
2711 } 2706 return 0;
2712 return NULL;
2713} 2707}
2714 2708
2715 2709
2716/* 2710/*
2717 * Updates the canonical_key in op to value. 2711 * Updates the canonical_key in op to value.
2721 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2715 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2722 * keys. 2716 * keys.
2723 * 2717 *
2724 * Returns TRUE on success. 2718 * Returns TRUE on success.
2725 */ 2719 */
2720int
2726int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2721set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2722{
2723 key_value *
2727 key_value * field = NULL, *last=NULL; 2724 field = NULL, *last = NULL;
2728 2725
2729 for (field=op->key_values; field != NULL; field=field->next) { 2726 for (field = op->key_values; field != NULL; field = field->next)
2730 if (field->key != canonical_key) {
2731 last = field;
2732 continue;
2733 }
2734 2727 {
2735 if (field->value) FREE_AND_CLEAR_STR(field->value); 2728 if (field->key != canonical_key)
2736 if (value) 2729 {
2737 field->value = add_string(value); 2730 last = field;
2738 else { 2731 continue;
2732 }
2733
2734 if (value)
2735 field->value = value;
2736 else
2737 {
2739 /* Basically, if the archetype has this key set, 2738 /* Basically, if the archetype has this key set,
2740 * we need to store the null value so when we save 2739 * we need to store the null value so when we save
2741 * it, we save the empty value so that when we load, 2740 * it, we save the empty value so that when we load,
2742 * we get this value back again. 2741 * we get this value back again.
2743 */ 2742 */
2744 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2743 if (get_ob_key_link (&op->arch->clone, canonical_key))
2745 field->value = NULL; 2744 field->value = 0;
2746 else { 2745 else
2747 /* Delete this link */ 2746 {
2748 if (field->key) FREE_AND_CLEAR_STR(field->key); 2747 if (last)
2749 if (field->value) FREE_AND_CLEAR_STR(field->value); 2748 last->next = field->next;
2750 if (last) last->next = field->next; 2749 else
2751 else op->key_values = field->next; 2750 op->key_values = field->next;
2752 free(field); 2751
2753 } 2752 delete field;
2754 } 2753 }
2754 }
2755 return TRUE; 2755 return TRUE;
2756 } 2756 }
2757 /* IF we get here, key doesn't exist */ 2757 /* IF we get here, key doesn't exist */
2758 2758
2759 /* No field, we'll have to add it. */ 2759 /* No field, we'll have to add it. */
2760
2761 if (!add_key)
2760 2762 {
2761 if (!add_key) {
2762 return FALSE; 2763 return FALSE;
2763 } 2764 }
2764 /* There isn't any good reason to store a null 2765 /* There isn't any good reason to store a null
2765 * value in the key/value list. If the archetype has 2766 * value in the key/value list. If the archetype has
2766 * this key, then we should also have it, so shouldn't 2767 * this key, then we should also have it, so shouldn't
2767 * be here. If user wants to store empty strings, 2768 * be here. If user wants to store empty strings,
2768 * should pass in "" 2769 * should pass in ""
2769 */ 2770 */
2770 if (value == NULL) return TRUE; 2771 if (value == NULL)
2771
2772 field = (key_value *) malloc(sizeof(key_value));
2773
2774 field->key = add_refcount(canonical_key);
2775 field->value = add_string(value);
2776 /* Usual prepend-addition. */
2777 field->next = op->key_values;
2778 op->key_values = field;
2779
2780 return TRUE; 2772 return TRUE;
2773
2774 field = new key_value;
2775
2776 field->key = canonical_key;
2777 field->value = value;
2778 /* Usual prepend-addition. */
2779 field->next = op->key_values;
2780 op->key_values = field;
2781
2782 return TRUE;
2781} 2783}
2782 2784
2783/* 2785/*
2784 * Updates the key in op to value. 2786 * Updates the key in op to value.
2785 * 2787 *
2787 * and not add new ones. 2789 * and not add new ones.
2788 * In general, should be little reason FALSE is ever passed in for add_key 2790 * In general, should be little reason FALSE is ever passed in for add_key
2789 * 2791 *
2790 * Returns TRUE on success. 2792 * Returns TRUE on success.
2791 */ 2793 */
2794int
2792int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2795set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2793 const char * canonical_key = NULL; 2796{
2794 int floating_ref = FALSE; 2797 shstr key_ (key);
2795 int ret; 2798
2799 return set_ob_key_value_s (op, key_, value, add_key);
2800}
2801
2802object::depth_iterator::depth_iterator (object *container)
2803: iterator_base (container)
2804{
2805 while (item->inv)
2806 item = item->inv;
2807}
2808
2809void
2810object::depth_iterator::next ()
2811{
2812 if (item->below)
2796 2813 {
2797 /* HACK This mess is to make sure set_ob_value() passes a shared string 2814 item = item->below;
2798 * to get_ob_key_link(), without leaving a leaked refcount. 2815
2799 */ 2816 while (item->inv)
2817 item = item->inv;
2800 2818 }
2801 canonical_key = find_string(key); 2819 else
2802 if (canonical_key == NULL) { 2820 item = item->env;
2803 canonical_key = add_string(key);
2804 floating_ref = TRUE;
2805 }
2806
2807 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2808
2809 if (floating_ref) {
2810 free_string(canonical_key);
2811 }
2812
2813 return ret;
2814} 2821}
2822
2823// return a suitable string describing an objetc in enough detail to find it
2824const char *
2825object::debug_desc (char *info) const
2826{
2827 char info2[256 * 3];
2828 char *p = info;
2829
2830 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2831 count,
2832 &name,
2833 title ? " " : "",
2834 title ? (const char *)title : "");
2835
2836 if (env)
2837 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2838
2839 if (map)
2840 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2841
2842 return info;
2843}
2844
2845const char *
2846object::debug_desc () const
2847{
2848 static char info[256 * 3];
2849 return debug_desc (info);
2850}
2851

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