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Comparing deliantra/server/common/object.C (file contents):
Revision 1.7 by root, Tue Aug 29 05:03:54 2006 UTC vs.
Revision 1.107 by pippijn, Sat Jan 6 14:42:29 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.7 2006/08/29 05:03:54 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const 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 41
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 */ 42object *active_objects; /* List of active objects that need to be processed */
56 43
57short freearr_x[SIZEOFFREE]= 44short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 46};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 47short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 48 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 49};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 50int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 51 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
52};
66int freedir[SIZEOFFREE]= { 53int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 54 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 55 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
56};
69 57
58static void
59write_uuid (void)
60{
61 char filename1[MAX_BUF], filename2[MAX_BUF];
62
63 sprintf (filename1, "%s/uuid", settings.localdir);
64 sprintf (filename2, "%s/uuid~", settings.localdir);
65
66 FILE *fp;
67
68 if (!(fp = fopen (filename2, "w")))
69 {
70 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
71 return;
72 }
73
74 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
75 fclose (fp);
76 rename (filename2, filename1);
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 uuid.seq = 0;
94 write_uuid ();
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 int version;
103 unsigned long long uid;
104 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
105 {
106 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
107 _exit (1);
108 }
109
110 uuid.seq = uid;
111 write_uuid ();
112 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
113 fclose (fp);
114}
115
116UUID
117gen_uuid ()
118{
119 UUID uid;
120
121 uid.seq = ++uuid.seq;
122
123 if (!(uuid.seq & (UUID_SKIP - 1)))
124 write_uuid ();
125
126 return uid;
127}
128
129void
130init_uuid ()
131{
132 read_uuid ();
133}
70 134
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 135/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
136static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 137compare_ob_value_lists_one (const object *wants, const object *has)
138{
73 key_value * wants_field; 139 key_value *wants_field;
74 140
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 141 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 142 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 143 * different structure or at least keep the lists sorted...
78 */ 144 */
79 145
80 /* For each field in wants, */ 146 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 147 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
148 {
82 key_value * has_field; 149 key_value *has_field;
83 150
84 /* Look for a field in has with the same key. */ 151 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 152 has_field = get_ob_key_link (has, wants_field->key);
153
154 if (has_field == NULL)
86 155 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 156 /* No field with that name. */
89 return FALSE; 157 return FALSE;
90 }
91 158 }
159
92 /* Found the matching field. */ 160 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 161 if (has_field->value != wants_field->value)
162 {
94 /* Values don't match, so this half of the comparison is false. */ 163 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 164 return FALSE;
96 } 165 }
97 166
98 /* If we get here, we found a match. Now for the next field in wants. */ 167 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 168 }
169
101 /* If we get here, every field in wants has a matching field in has. */ 170 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 171 return TRUE;
103} 172}
104 173
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 174/* Returns TRUE if ob1 has the same key_values as ob2. */
175static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 176compare_ob_value_lists (const object *ob1, const object *ob2)
177{
107 /* However, there may be fields in has which aren't partnered in wants, 178 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 179 * so we need to run the comparison *twice*. :(
109 */ 180 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 181 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 182}
112 183
113/* Function examines the 2 objects given to it, and returns true if 184/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 185 * they can be merged together.
115 * 186 *
116 * Note that this function appears a lot longer than the macro it 187 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 188 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 189 * reduce this to the same efficiency.
119 * 190 *
120 * Check nrof variable *before* calling CAN_MERGE() 191 * Check nrof variable *before* calling can_merge()
121 * 192 *
122 * Improvements made with merge: Better checking on potion, and also 193 * Improvements made with merge: Better checking on potion, and also
123 * check weight 194 * check weight
124 */ 195 */
125 196bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 197{
127
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
130 200 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 204 return 0;
138 205
206 //TODO: this ain't working well, use nicer and correct overflow check
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 209 * used to store nrof).
142 */ 210 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 212 return 0;
145 213
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 218 * flags lose any meaning.
166 */ 219 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 222
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 225
173 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
177 */ 230 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 251 return 0;
208 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
209 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 276 return 0;
215 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
283 return 0;
284
216 switch (ob1->type) { 285 switch (ob1->type)
286 {
217 case SCROLL: 287 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
219 break; 290 break;
220
221 } 291 }
292
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 363dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 364{
340 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
341 367
342 if(op==NULL) 368 object_freezer freezer;
343 { 369 save_object (freezer, op, 1);
344 strcpy(outstr,"[NULL pointer]"); 370 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 371}
382 372
383/* 373/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
387 */ 377 */
388 378
379object *
389object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
390 object *tmp,*closest; 382 object *tmp, *closest;
391 int last_dist,i; 383 int last_dist, i;
384
392 if(op->more==NULL) 385 if (op->more == NULL)
393 return op; 386 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
397 return closest; 390 return closest;
398} 391}
399 392
400/* 393/*
401 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
402 */ 395 */
403 396
397object *
404object *find_object(tag_t i) { 398find_object (tag_t i)
405 object *op; 399{
406 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 401 if (op->count == i)
408 break; 402 return op;
403
409 return op; 404 return 0;
410} 405}
411 406
412/* 407/*
413 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
416 */ 411 */
417 412
413object *
418object *find_object_name(const char *str) { 414find_object_name (const char *str)
419 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
420 object *op; 417 object *op;
418
421 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 420 if (op->name == str_)
423 break; 421 break;
424 free_string(name); 422
425 return op; 423 return op;
426} 424}
427 425
426void
428void free_all_object_data(void) { 427free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 428{
470 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 430}
478
479
480 431
481/* 432/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 434 * skill and experience objects.
484 */ 435 */
485void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
486{ 438{
487 if(owner==NULL||op==NULL) 439 if (!owner)
488 return; 440 return;
489 441
490 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
496 */ 448 */
497 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
499 451
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 452 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 clear_object(op);
552} 453}
553 454
554/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 456 * refcounts and freeing the links.
556 */ 457 */
458static void
557static void free_key_values(object * op) { 459free_key_values (object *op)
558 key_value * i; 460{
559 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
560 462 {
561 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
562 467 }
563 for (i = op->key_values; i != NULL; i = next) { 468
564 /* Store next *first*. */
565 next = i->next;
566
567 if (i->key) FREE_AND_CLEAR_STR(i->key);
568 if (i->value) FREE_AND_CLEAR_STR(i->value);
569 i->next = NULL;
570 free(i);
571 }
572
573 op->key_values = NULL; 469 op->key_values = 0;
574} 470}
575 471
576
577/* 472/*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582void clear_object(object *op) {
583 op->clear ();
584
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op);
605
606 /* the memset will clear all these values for us, but we need
607 * to reduce the refcount on them.
608 */
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
618
619
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED);
626
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */
642
643 op->expmul=1.0;
644 op->face = blank_face;
645 op->attacked_by_count = (tag_t) -1;
646 if (settings.casting_time)
647 op->casting_time = -1;
648
649}
650
651/*
652 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
656 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 478 * will point at garbage.
658 */ 479 */
480void
481object::copy_to (object *dst)
482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
659 485
660void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
662 event *evt, *evt2, *evt_new;
663 487
664 op->clear (); 488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
665 490
666 /* Decrement the refcounts, but don't bother zeroing the fields; 491 if (is_removed)
667 they'll be overwritten by memcpy. */ 492 SET_FLAG (dst, FLAG_REMOVED);
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);
678 493
679 /* Basically, same code as from clear_object() */ 494 if (speed < 0)
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
695
696 if(is_freed) SET_FLAG(op,FLAG_FREED);
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698 if(op->name!=NULL) add_refcount(op->name);
699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708
709 if((op2->speed<0) && !editor)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
711 496
712 /* Copy over event information */
713 evt2 = NULL;
714 for (evt = op2->events; evt; evt=evt->next) {
715 evt_new = (event *) malloc(sizeof(event));
716 memcpy(evt_new, evt, sizeof(event));
717 if (evt_new->hook) add_refcount(evt_new->hook);
718 if (evt_new->plugin) add_refcount(evt_new->plugin);
719 if (evt_new->options) add_refcount(evt_new->options);
720 evt_new->next = NULL;
721
722 /* Try to be a little clever here, and store away the
723 * last event we copied, so that its simpler to update the
724 * pointer.
725 */
726 if (evt2)
727 evt2->next = evt_new;
728 else
729 op->events = evt_new;
730
731 evt2 = evt_new;
732 }
733 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 498 if (key_values)
735 key_value * tail = NULL; 499 {
500 key_value *tail = 0;
736 key_value * i; 501 key_value *i;
737 502
738 op->key_values = NULL; 503 dst->key_values = 0;
739 504
740 for (i = op2->key_values; i != NULL; i = i->next) { 505 for (i = key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 506 {
507 key_value *new_link = new key_value;
742 508
743 new_link->next = NULL; 509 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 510 new_link->key = i->key;
745 if (i->value) 511 new_link->value = i->value;
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749 512
750 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 514 if (!dst->key_values)
752 op->key_values = new_link; 515 {
753 tail = new_link; 516 dst->key_values = new_link;
754 } else { 517 tail = new_link;
755 tail->next = new_link; 518 }
756 tail = new_link; 519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
757 } 525 }
758 }
759 }
760 526
761 update_ob_speed(op); 527 dst->set_speed (dst->speed);
762} 528}
763 529
764/*
765 * expand_objects() allocates more objects for the list of unused objects.
766 * It is called from get_object() if the unused list is empty.
767 */
768
769void expand_objects(void) {
770 int i;
771 object *obj;
772 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
773
774 if(obj==NULL)
775 fatal(OUT_OF_MEMORY);
776 free_objects=obj;
777 obj[0].prev=NULL;
778 obj[0].next= &obj[1],
779 SET_FLAG(&(obj[0]), FLAG_REMOVED);
780 SET_FLAG(&(obj[0]), FLAG_FREED);
781
782 for(i=1;i<OBJ_EXPAND-1;i++) {
783 obj[i].next= &obj[i+1],
784 obj[i].prev= &obj[i-1],
785 SET_FLAG(&(obj[i]), FLAG_REMOVED);
786 SET_FLAG(&(obj[i]), FLAG_FREED);
787 }
788 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789 obj[OBJ_EXPAND-1].next=NULL,
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792
793 nrofallocobjects += OBJ_EXPAND;
794 nroffreeobjects += OBJ_EXPAND;
795}
796
797/*
798 * get_object() grabs an object from the list of unused objects, makes
799 * sure it is initialised, and returns it.
800 * If there are no free objects, expand_objects() is called to get more.
801 */
802
803object *get_object(void) {
804 object *op; 530object *
805 531object::clone ()
806 if(free_objects==NULL) { 532{
807 expand_objects(); 533 object *neu = create ();
808 } 534 copy_to (neu);
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */
815 op = realloc(op, sizeof(object));
816 SET_FLAG(op, FLAG_REMOVED);
817 SET_FLAG(op, FLAG_FREED);
818#endif
819
820 if(!QUERY_FLAG(op,FLAG_FREED)) {
821 LOG(llevError,"Fatal: Getting busy object.\n");
822 }
823 free_objects=op->next;
824 if(free_objects!=NULL)
825 free_objects->prev=NULL;
826 op->count= ++ob_count;
827 op->name=NULL;
828 op->name_pl=NULL;
829 op->title=NULL;
830 op->race=NULL;
831 op->slaying=NULL;
832 op->skill = NULL;
833 op->lore=NULL;
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op; 535 return neu;
847} 536}
848 537
849/* 538/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
851 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
852 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
853 */ 542 */
854 543void
855void update_turn_face(object *op) { 544update_turn_face (object *op)
545{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 546 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
857 return; 547 return;
548
858 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
860} 551}
861 552
862/* 553/*
863 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
864 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
865 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
866 */ 557 */
867 558void
868void update_ob_speed(object *op) { 559object::set_speed (float speed)
869 extern int arch_init; 560{
870 561 if (flag [FLAG_FREED] && speed)
871 /* No reason putting the archetypes objects on the speed list, 562 {
872 * since they never really need to be updated.
873 */
874
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 563 LOG (llevError, "Object %s is freed but has speed.\n", &name);
877#ifdef MANY_CORES 564 speed = 0;
878 abort();
879#else
880 op->speed = 0;
881#endif
882 } 565 }
883 if (arch_init) {
884 return;
885 }
886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 /* If already on active list, don't do anything */
888 if (op->active_next || op->active_prev || op==active_objects)
889 return;
890 566
891 /* process_events() expects us to insert the object at the beginning 567 this->speed = speed;
892 * of the list. */ 568
893 op->active_next = active_objects; 569 if (has_active_speed ())
894 if (op->active_next!=NULL) 570 activate ();
895 op->active_next->active_prev = op;
896 active_objects = op;
897 }
898 else { 571 else
899 /* If not on the active list, nothing needs to be done */ 572 deactivate ();
900 if (!op->active_next && !op->active_prev && op!=active_objects)
901 return;
902
903 if (op->active_prev==NULL) {
904 active_objects = op->active_next;
905 if (op->active_next!=NULL)
906 op->active_next->active_prev = NULL;
907 }
908 else {
909 op->active_prev->active_next = op->active_next;
910 if (op->active_next)
911 op->active_next->active_prev = op->active_prev;
912 }
913 op->active_next = NULL;
914 op->active_prev = NULL;
915 }
916} 573}
917 574
918/* This function removes object 'op' from the list of active
919 * objects.
920 * This should only be used for style maps or other such
921 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object.
925 */
926void remove_from_active_list(object *op)
927{
928 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects)
930 return;
931
932 if (op->active_prev==NULL) {
933 active_objects = op->active_next;
934 if (op->active_next!=NULL)
935 op->active_next->active_prev = NULL;
936 }
937 else {
938 op->active_prev->active_next = op->active_next;
939 if (op->active_next)
940 op->active_next->active_prev = op->active_prev;
941 }
942 op->active_next = NULL;
943 op->active_prev = NULL;
944}
945
946/* 575/*
947 * update_object() updates the array which represents the map. 576 * update_object() updates the the map.
948 * It takes into account invisible objects (and represent squares covered 577 * It takes into account invisible objects (and represent squares covered
949 * by invisible objects by whatever is below them (unless it's another 578 * by invisible objects by whatever is below them (unless it's another
950 * invisible object, etc...) 579 * invisible object, etc...)
951 * If the object being updated is beneath a player, the look-window 580 * If the object being updated is beneath a player, the look-window
952 * of that player is updated (this might be a suboptimal way of 581 * of that player is updated (this might be a suboptimal way of
953 * updating that window, though, since update_object() is called _often_) 582 * updating that window, though, since update_object() is called _often_)
954 * 583 *
955 * action is a hint of what the caller believes need to be done. 584 * action is a hint of what the caller believes need to be done.
956 * For example, if the only thing that has changed is the face (due to
957 * an animation), we don't need to call update_position until that actually
958 * comes into view of a player. OTOH, many other things, like addition/removal
959 * of walls or living creatures may need us to update the flags now.
960 * current action are: 585 * current action are:
961 * UP_OBJ_INSERT: op was inserted 586 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed 587 * UP_OBJ_REMOVE: op was removed
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 588 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
964 * as that is easier than trying to look at what may have changed. 589 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 590 * UP_OBJ_FACE: only the objects face has changed.
966 */ 591 */
967 592void
968void update_object(object *op, int action) { 593update_object (object *op, int action)
969 int update_now=0, flags; 594{
970 MoveType move_on, move_off, move_block, move_slow; 595 MoveType move_on, move_off, move_block, move_slow;
971 596
972 if (op == NULL) { 597 if (op == NULL)
598 {
973 /* this should never happen */ 599 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 600 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 601 return;
976 }
977 602 }
978 if(op->env!=NULL) { 603
604 if (op->env)
605 {
979 /* Animation is currently handled by client, so nothing 606 /* Animation is currently handled by client, so nothing
980 * to do in this case. 607 * to do in this case.
981 */ 608 */
982 return; 609 return;
983 } 610 }
984 611
985 /* If the map is saving, don't do anything as everything is 612 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 613 * going to get freed anyways.
987 */ 614 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 615 if (!op->map || op->map->in_memory == MAP_SAVING)
989 616 return;
617
990 /* make sure the object is within map boundaries */ 618 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 619 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 620 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 621 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 622#ifdef MANY_CORES
995 abort(); 623 abort ();
996#endif 624#endif
997 return; 625 return;
998 }
999 626 }
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1006 627
628 mapspace &m = op->ms ();
629
630 if (!(m.flags_ & P_UPTODATE))
631 /* nop */;
1007 if (action == UP_OBJ_INSERT) { 632 else if (action == UP_OBJ_INSERT)
633 {
634 // this is likely overkill, TODO: revisit (schmorp)
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 635 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1009 update_now=1;
1010
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 636 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1012 update_now=1; 637 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1013 638 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
639 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 640 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1015 update_now=1; 641 || (m.move_on | op->move_on ) != m.move_on
1016 642 || (m.move_off | op->move_off ) != m.move_off
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 643 || (m.move_slow | op->move_slow) != m.move_slow
1018 update_now=1;
1019
1020 if ((move_on | op->move_on) != move_on) update_now=1;
1021 if ((move_off | op->move_off) != move_off) update_now=1;
1022 /* This isn't perfect, but I don't expect a lot of objects to 644 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 645 * to have move_allow right now.
1024 */ 646 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 647 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1026 update_now=1; 648 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 649 m.flags_ = 0;
1028 } 650 }
1029 /* if the object is being removed, we can't make intelligent 651 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 652 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 653 * that is being removed.
1032 */ 654 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 655 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 656 m.flags_ = 0;
1035 } else if (action == UP_OBJ_FACE) { 657 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 658 /* Nothing to do for that case */ ;
1037 }
1038 else { 659 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 660 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 661
1042 if (update_now) {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y);
1045 }
1046
1047 if(op->more!=NULL) 662 if (op->more)
1048 update_object(op->more, action); 663 update_object (op->more, action);
1049} 664}
1050 665
666object *object::first;
1051 667
1052/* 668object::object ()
1053 * free_object() frees everything allocated by an object, removes 669{
1054 * it from the list of used objects, and puts it on the list of
1055 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for
1057 * this function to succeed.
1058 *
1059 * If free_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground.
1061 */
1062
1063void free_object(object *ob) {
1064 free_object2(ob, 0);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1072 LOG(llevDebug,"Free object called with non removed object\n");
1073 dump_object(ob);
1074#ifdef MANY_CORES
1075 abort();
1076#endif
1077 }
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob);
1081 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) {
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 -
1093 * if some form of movemnt is allowed, let objects
1094 * drop on that space.
1095 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1098 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below;
1102 remove_ob(op);
1103 free_object2(op, free_inventory);
1104 op=tmp;
1105 }
1106 }
1107 else { /* Put objects in inventory onto this space */
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114 free_object(op);
1115 else {
1116 op->x=ob->x;
1117 op->y=ob->y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119 }
1120 op=tmp;
1121 }
1122 }
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127
1128 SET_FLAG(ob, FLAG_FREED); 670 SET_FLAG (this, FLAG_REMOVED);
1129 ob->count = 0;
1130 671
672 expmul = 1.0;
673 face = blank_face;
674}
675
676object::~object ()
677{
678 free_key_values (this);
679}
680
681void object::link ()
682{
683 count = ++ob_count;
684 uuid = gen_uuid ();
685
686 prev = 0;
687 next = object::first;
688
689 if (object::first)
690 object::first->prev = this;
691
692 object::first = this;
693}
694
695void object::unlink ()
696{
697 if (this == object::first)
698 object::first = next;
699
1131 /* Remove this object from the list of used objects */ 700 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) { 701 if (prev) prev->next = next;
1133 objects=ob->next; 702 if (next) next->prev = prev;
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 703
704 prev = 0;
705 next = 0;
706}
707
708bool
709object::active () const
710{
711 return active_next || active_prev || this == active_objects;
712}
713
714void
715object::activate ()
716{
717 /* If already on active list, don't do anything */
718 if (active ())
719 return;
720
721 if (has_active_speed ())
1153 722 {
1154 /* Why aren't events freed? */ 723 /* process_events() expects us to insert the object at the beginning
1155 free_key_values(ob); 724 * of the list. */
725 active_next = active_objects;
1156 726
1157#if 0 /* MEMORY_DEBUG*/ 727 if (active_next)
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 728 active_next->active_prev = this;
1159 * presumes the freed_object will stick around for at least a little 729
1160 * bit 730 active_objects = this;
1161 */ 731 }
1162 /* this is necessary so that memory debugging programs will 732}
1163 * be able to accurately report source of malloc. If we recycle 733
1164 * objects, then some other area may be doing the get_object 734void
1165 * and not freeing it, but the original one that malloc'd the 735object::activate_recursive ()
1166 * object will get the blame. 736{
737 activate ();
738
739 for (object *op = inv; op; op = op->below)
740 op->activate_recursive ();
741}
742
743/* This function removes object 'op' from the list of active
744 * objects.
745 * This should only be used for style maps or other such
746 * reference maps where you don't want an object that isn't
747 * in play chewing up cpu time getting processed.
748 * The reverse of this is to call update_ob_speed, which
749 * will do the right thing based on the speed of the object.
750 */
751void
752object::deactivate ()
753{
754 /* If not on the active list, nothing needs to be done */
755 if (!active ())
756 return;
757
758 if (active_prev == 0)
759 {
760 active_objects = active_next;
761 if (active_next)
762 active_next->active_prev = 0;
763 }
764 else
765 {
766 active_prev->active_next = active_next;
767 if (active_next)
768 active_next->active_prev = active_prev;
769 }
770
771 active_next = 0;
772 active_prev = 0;
773}
774
775void
776object::deactivate_recursive ()
777{
778 for (object *op = inv; op; op = op->below)
779 op->deactivate_recursive ();
780
781 deactivate ();
782}
783
784void
785object::set_flag_inv (int flag, int value)
786{
787 for (object *op = inv; op; op = op->below)
788 {
789 op->flag [flag] = value;
790 op->set_flag_inv (flag, value);
791 }
792}
793
794/*
795 * Remove and free all objects in the inventory of the given object.
796 * object.c ?
797 */
798void
799object::destroy_inv (bool drop_to_ground)
800{
801 // need to check first, because the checks below might segfault
802 // as we might be on an invalid mapspace and crossfire code
803 // is too buggy to ensure that the inventory is empty.
804 // corollary: if you create arrows etc. with stuff in tis inventory,
805 // cf will crash below with off-map x and y
806 if (!inv)
807 return;
808
809 /* Only if the space blocks everything do we not process -
810 * if some form of movement is allowed, let objects
811 * drop on that space.
1167 */ 812 */
1168 free(ob); 813 if (!drop_to_ground
1169#else 814 || !map
815 || map->in_memory != MAP_IN_MEMORY
816 || ms ().move_block == MOVE_ALL)
817 {
818 while (inv)
819 {
820 inv->destroy_inv (drop_to_ground);
821 inv->destroy ();
822 }
823 }
824 else
825 { /* Put objects in inventory onto this space */
826 while (inv)
827 {
828 object *op = inv;
1170 829
1171 /* Now link it with the free_objects list: */ 830 if (op->flag [FLAG_STARTEQUIP]
1172 ob->prev=NULL; 831 || op->flag [FLAG_NO_DROP]
1173 ob->next=free_objects; 832 || op->type == RUNE
1174 if(free_objects!=NULL) 833 || op->type == TRAP
1175 free_objects->prev=ob; 834 || op->flag [FLAG_IS_A_TEMPLATE])
1176 free_objects=ob; 835 op->destroy ();
1177 nroffreeobjects++; 836 else
1178#endif 837 map->insert (op, x, y);
838 }
839 }
1179} 840}
1180 841
1181/* 842object *object::create ()
1182 * count_free() returns the number of objects on the list of free objects. 843{
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects; 844 object *op = new object;
1188 while(tmp!=NULL) 845 op->link ();
1189 tmp=tmp->next, i++;
1190 return i; 846 return op;
1191} 847}
1192 848
1193/* 849void
1194 * count_used() returns the number of objects on the list of used objects. 850object::do_destroy ()
1195 */ 851{
852 if (flag [FLAG_IS_LINKED])
853 remove_button_link (this);
1196 854
1197int count_used(void) { 855 if (flag [FLAG_FRIENDLY])
1198 int i=0; 856 remove_friendly_object (this);
1199 object *tmp=objects; 857
1200 while(tmp!=NULL) 858 if (!flag [FLAG_REMOVED])
1201 tmp=tmp->next, i++; 859 remove ();
860
861 if (flag [FLAG_FREED])
1202 return i; 862 return;
1203}
1204 863
1205/* 864 set_speed (0);
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208 865
1209int count_active(void) { 866 flag [FLAG_FREED] = 1;
1210 int i=0; 867
1211 object *tmp=active_objects; 868 attachable::do_destroy ();
1212 while(tmp!=NULL) 869
1213 tmp=tmp->active_next, i++; 870 destroy_inv (true);
871 unlink ();
872
873 // hack to ensure that freed objects still have a valid map
874 {
875 static maptile *freed_map; // freed objects are moved here to avoid crashes
876
877 if (!freed_map)
878 {
879 freed_map = new maptile;
880
881 freed_map->name = "/internal/freed_objects_map";
882 freed_map->width = 3;
883 freed_map->height = 3;
884
885 freed_map->alloc ();
886 freed_map->in_memory = MAP_IN_MEMORY;
887 }
888
889 map = freed_map;
890 x = 1;
891 y = 1;
892 }
893
894 head = 0;
895
896 if (more)
897 {
898 more->destroy ();
899 more = 0;
900 }
901
902 // clear those pointers that likely might have circular references to us
903 owner = 0;
904 enemy = 0;
905 attacked_by = 0;
906
907 // only relevant for players(?), but make sure of it anyways
908 contr = 0;
909}
910
911void
912object::destroy (bool destroy_inventory)
913{
914 if (destroyed ())
1214 return i; 915 return;
916
917 if (destroy_inventory)
918 destroy_inv (false);
919
920 attachable::destroy ();
1215} 921}
1216 922
1217/* 923/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 924 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 925 * weight of an object (and what is carried by it's environment(s)).
1220 */ 926 */
1221 927void
1222void sub_weight (object *op, signed long weight) { 928sub_weight (object *op, signed long weight)
929{
1223 while (op != NULL) { 930 while (op != NULL)
931 {
1224 if (op->type == CONTAINER) { 932 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 933 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 934
1227 op->carrying-=weight; 935 op->carrying -= weight;
1228 op = op->env; 936 op = op->env;
1229 } 937 }
1230} 938}
1231 939
1232/* remove_ob(op): 940/* op->remove ():
1233 * This function removes the object op from the linked list of objects 941 * 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 942 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 943 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 944 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 945 * the previous environment.
1238 * Beware: This function is called from the editor as well! 946 * Beware: This function is called from the editor as well!
1239 */ 947 */
1240 948void
1241void remove_ob(object *op) { 949object::remove ()
950{
1242 object *tmp,*last=NULL; 951 object *tmp, *last = 0;
1243 object *otmp; 952 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 953
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 954 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 955 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 956
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); 957 SET_FLAG (this, FLAG_REMOVED);
958 INVOKE_OBJECT (REMOVE, this);
1270 959
960 if (more)
961 more->remove ();
962
1271 /* 963 /*
1272 * In this case, the object to be removed is in someones 964 * In this case, the object to be removed is in someones
1273 * inventory. 965 * inventory.
1274 */ 966 */
1275 if(op->env!=NULL) { 967 if (env)
1276 if(op->nrof) 968 {
969 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 970 sub_weight (env, weight * nrof);
1278 else 971 else
1279 sub_weight(op->env, op->weight+op->carrying); 972 sub_weight (env, weight + carrying);
1280 973
1281 /* NO_FIX_PLAYER is set when a great many changes are being 974 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 975 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 976 * to save cpu time.
1284 */ 977 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 978 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 979 otmp->update_stats ();
1287 fix_player(otmp);
1288 980
1289 if(op->above!=NULL) 981 if (above)
1290 op->above->below=op->below; 982 above->below = below;
1291 else 983 else
1292 op->env->inv=op->below; 984 env->inv = below;
1293 985
1294 if(op->below!=NULL) 986 if (below)
1295 op->below->above=op->above; 987 below->above = above;
1296 988
1297 /* we set up values so that it could be inserted into 989 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 990 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 991 * to the caller to decide what we want to do.
1300 */
1301 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;
1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL;
1306 return;
1307 }
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */ 992 */
993 x = env->x, y = env->y;
994 map = env->map;
995 above = 0, below = 0;
996 env = 0;
997 }
998 else if (map)
999 {
1000 if (type == PLAYER)
1001 {
1002 --map->players;
1003 map->touch ();
1004 }
1333 1005
1006 map->dirty = true;
1007
1334 /* link the object above us */ 1008 /* link the object above us */
1335 if (op->above) 1009 if (above)
1336 op->above->below=op->below; 1010 above->below = below;
1337 else 1011 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1012 map->at (x, y).top = below; /* we were top, set new top */
1339 1013
1340 /* Relink the object below us, if there is one */ 1014 /* Relink the object below us, if there is one */
1341 if(op->below) { 1015 if (below)
1342 op->below->above=op->above; 1016 below->above = above;
1343 } else { 1017 else
1018 {
1344 /* Nothing below, which means we need to relink map object for this space 1019 /* 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 1020 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1021 * evident
1347 */ 1022 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1023 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 1024 {
1025 char *dump = dump_object (this);
1026 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); 1027 "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)); 1028 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 1029 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 1030 LOG (llevError, "%s\n", dump);
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1031 free (dump);
1355 } 1032 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1033
1034 map->at (x, y).bot = above; /* goes on above it. */
1035 }
1036
1037 above = 0;
1038 below = 0;
1039
1359 if (op->map->in_memory == MAP_SAVING) 1040 if (map->in_memory == MAP_SAVING)
1360 return; 1041 return;
1361 1042
1362 tag = op->count; 1043 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1044
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1045 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1046 {
1365 /* No point updating the players look faces if he is the object 1047 /* No point updating the players look faces if he is the object
1366 * being removed. 1048 * being removed.
1367 */ 1049 */
1368 1050
1369 if(tmp->type==PLAYER && tmp!=op) { 1051 if (tmp->type == PLAYER && tmp != this)
1052 {
1370 /* If a container that the player is currently using somehow gets 1053 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1054 * removed (most likely destroyed), update the player view
1372 * appropriately. 1055 * appropriately.
1373 */ 1056 */
1374 if (tmp->container==op) { 1057 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1058 {
1376 tmp->container=NULL; 1059 flag [FLAG_APPLIED] = 0;
1377 } 1060 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1061 }
1379 } 1062
1063 if (tmp->contr->ns)
1064 tmp->contr->ns->floorbox_update ();
1065 }
1066
1380 /* See if player moving off should effect something */ 1067 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1068 if (check_walk_off
1069 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1070 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1071 {
1072 move_apply (tmp, this, 0);
1383 1073
1384 move_apply(tmp, op, NULL); 1074 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1075 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1076 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1077
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1078 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1079 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1393 if(tmp->above == tmp) 1080 if (tmp->above == tmp)
1394 tmp->above = NULL; 1081 tmp->above = 0;
1395 last=tmp; 1082
1396 } 1083 last = tmp;
1084 }
1085
1397 /* last == NULL of there are no objects on this space */ 1086 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1087 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1088 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1089 map->at (x, y).flags_ = 0;
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else 1090 else
1408 update_object(last, UP_OBJ_REMOVE); 1091 update_object (last, UP_OBJ_REMOVE);
1409 1092
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1093 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1094 update_all_los (map, x, y);
1412 1095 }
1413} 1096}
1414 1097
1415/* 1098/*
1416 * merge_ob(op,top): 1099 * merge_ob(op,top):
1417 * 1100 *
1418 * This function goes through all objects below and including top, and 1101 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1102 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1103 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1104 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1105 */
1423 1106object *
1424object *merge_ob(object *op, object *top) { 1107merge_ob (object *op, object *top)
1108{
1425 if(!op->nrof) 1109 if (!op->nrof)
1426 return 0; 1110 return 0;
1427 if(top==NULL) 1111
1112 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1113 for (top = op; top && top->above; top = top->above)
1114 ;
1115
1429 for(;top!=NULL;top=top->below) { 1116 for (; top; top = top->below)
1117 {
1430 if(top==op) 1118 if (top == op)
1431 continue; 1119 continue;
1432 if (CAN_MERGE(op,top)) 1120
1433 { 1121 if (object::can_merge (op, top))
1122 {
1434 top->nrof+=op->nrof; 1123 top->nrof += op->nrof;
1124
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1125/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1126 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1127 op->destroy ();
1438 free_object(op);
1439 return top; 1128 return top;
1440 } 1129 }
1441 } 1130 }
1131
1442 return NULL; 1132 return 0;
1443} 1133}
1444 1134
1445/* 1135/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1136 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1137 * job preparing multi-part monsters
1448 */ 1138 */
1139object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1140insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1141{
1451 if (op->head) 1142 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1143 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1144 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1145 tmp->y = y + tmp->arch->clone.y;
1456 } 1146 }
1147
1457 return insert_ob_in_map (op, m, originator, flag); 1148 return insert_ob_in_map (op, m, originator, flag);
1458} 1149}
1459 1150
1460/* 1151/*
1461 * insert_ob_in_map (op, map, originator, flag): 1152 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1153 * This function inserts the object in the two-way linked list
1475 * Return value: 1166 * Return value:
1476 * new object if 'op' was merged with other object 1167 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1168 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1169 * just 'op' otherwise
1479 */ 1170 */
1480 1171object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1172insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1173{
1483 object *tmp, *top, *floor=NULL; 1174 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1175 sint16 x, y;
1485 1176
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1177 if (QUERY_FLAG (op, FLAG_FREED))
1178 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1179 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1180 return NULL;
1181 }
1182
1183 if (!m)
1489 } 1184 {
1490 if(m==NULL) { 1185 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1186 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1187 free (dump);
1188 return op;
1494 } 1189 }
1190
1495 if(out_of_map(m,op->x,op->y)) { 1191 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1192 {
1193 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1194 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1195#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1196 /* 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 1197 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1198 * improperly inserted.
1502 */ 1199 */
1503 abort(); 1200 abort ();
1504#endif 1201#endif
1505 return op; 1202 free (dump);
1203 return op;
1506 } 1204 }
1205
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1206 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1207 {
1208 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1209 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1210 free (dump);
1211 return op;
1212 }
1213
1214 if (op->more)
1511 } 1215 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1216 /* The part may be on a different map. */
1514 1217
1515 object *more = op->more; 1218 object *more = op->more;
1516 1219
1517 /* We really need the caller to normalize coordinates - if 1220 /* We really need the caller to normalise coordinates - if
1518 * we set the map, that doesn't work if the location is within 1221 * 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 1222 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1223 * is clear wrong do we normalise it.
1521 */ 1224 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1225 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); 1226 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1227 else if (!more->map)
1228 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1229 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1230 * more->map should always point to the parent.
1530 */ 1231 */
1531 more->map = m; 1232 more->map = m;
1532 } 1233 }
1533 1234
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1235 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1236 {
1535 if ( ! op->head) 1237 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1238 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL; 1239
1538 } 1240 return 0;
1241 }
1539 } 1242 }
1243
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1244 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1245
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 1246 /* 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 1247 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1248 * need extra work
1549 */ 1249 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1250 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1251 x = op->x;
1552 y = op->y; 1252 y = op->y;
1553 1253
1554 /* this has to be done after we translate the coordinates. 1254 /* this has to be done after we translate the coordinates.
1555 */ 1255 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1256 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1257 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1258 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1259 {
1560 remove_ob(tmp); 1260 op->nrof += tmp->nrof;
1561 free_object(tmp); 1261 tmp->destroy ();
1562 } 1262 }
1563 }
1564 1263
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1264 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1265 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1266
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1267 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1268 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1269
1570 if (flag & INS_BELOW_ORIGINATOR) { 1270 if (flag & INS_BELOW_ORIGINATOR)
1271 {
1571 if (originator->map != op->map || originator->x != op->x || 1272 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1273 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1274 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1275 abort ();
1575 } 1276 }
1277
1576 op->above = originator; 1278 op->above = originator;
1577 op->below = originator->below; 1279 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1280
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1281 if (op->below)
1282 op->below->above = op;
1283 else
1284 op->ms ().bot = op;
1285
1580 /* since *below* originator, no need to update top */ 1286 /* since *below* originator, no need to update top */
1581 originator->below = op; 1287 originator->below = op;
1582 } else { 1288 }
1289 else
1290 {
1583 /* If there are other objects, then */ 1291 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1292 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1585 object *last=NULL; 1293 {
1586 /* 1294 object *last = 0;
1295
1296 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1297 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1298 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1299 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1300 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1301 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1302 * 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 1303 * 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 1304 * 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 1305 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1306 * that flying non pickable objects are spell objects.
1597 */ 1307 */
1308 while (top)
1309 {
1310 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1311 floor = top;
1598 1312
1599 while (top != NULL) { 1313 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 { 1314 {
1606 /* We insert above top, so we want this object below this */ 1315 /* We insert above top, so we want this object below this */
1607 top=top->below; 1316 top = top->below;
1608 break; 1317 break;
1609 } 1318 }
1610 last = top; 1319
1611 top = top->above; 1320 last = top;
1612 } 1321 top = top->above;
1322 }
1323
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1324 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1325 top = last;
1615 1326
1616 /* We let update_position deal with figuring out what the space 1327 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1328 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1329 * makes things faster, and effectively the same result.
1619 */ 1330 */
1620 1331
1621 /* Have object 'fall below' other objects that block view. 1332 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1333 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1334 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1335 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1336 * stacking is a bit odd.
1626 */ 1337 */
1627 if (!(flag & INS_ON_TOP) && 1338 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1339 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1629 (op->face && !op->face->visibility)) { 1340 {
1630 for (last=top; last != floor; last=last->below) 1341 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1342 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1343 break;
1632 /* Check to see if we found the object that blocks view, 1344 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1345 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1346 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1347 * set top to the object below us.
1636 */ 1348 */
1637 if (last && last->below && last != floor) top=last->below; 1349 if (last && last->below && last != floor)
1638 } 1350 top = last->below;
1639 } /* If objects on this space */ 1351 }
1352 } /* If objects on this space */
1353
1640 if (flag & INS_MAP_LOAD) 1354 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1355 top = GET_MAP_TOP (op->map, op->x, op->y);
1356
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1357 if (flag & INS_ABOVE_FLOOR_ONLY)
1358 top = floor;
1643 1359
1644 /* Top is the object that our object (op) is going to get inserted above. 1360 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1361 */
1646 1362
1647 /* First object on this space */ 1363 /* First object on this space */
1648 if (!top) { 1364 if (!top)
1365 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1366 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1367
1651 op->below = NULL; 1368 if (op->above)
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1369 op->above->below = op;
1653 } else { /* get inserted into the stack above top */ 1370
1371 op->below = 0;
1372 op->ms ().bot = op;
1373 }
1374 else
1375 { /* get inserted into the stack above top */
1654 op->above = top->above; 1376 op->above = top->above;
1655 if (op->above) op->above->below = op; 1377
1378 if (op->above)
1379 op->above->below = op;
1380
1656 op->below = top; 1381 op->below = top;
1657 top->above = op; 1382 top->above = op;
1658 } 1383 }
1659 if (op->above==NULL) 1384
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1385 if (!op->above)
1386 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1387 } /* else not INS_BELOW_ORIGINATOR */
1662 1388
1663 if(op->type==PLAYER) 1389 if (op->type == PLAYER)
1390 {
1664 op->contr->do_los=1; 1391 op->contr->do_los = 1;
1392 ++op->map->players;
1393 op->map->touch ();
1394 }
1665 1395
1396 op->map->dirty = true;
1397
1666 /* If we have a floor, we know the player, if any, will be above 1398 /* 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. 1399 * it, so save a few ticks and start from there.
1668 */ 1400 */
1669 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1402 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1403 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1404 pl->contr->ns->floorbox_update ();
1673 }
1674 1405
1675 /* If this object glows, it may affect lighting conditions that are 1406 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1407 * 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 1408 * 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 1409 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1410 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1411 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1412 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1413 * of effect may be sufficient.
1683 */ 1414 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1415 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1416 update_all_los (op->map, op->x, op->y);
1686 1417
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1418 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1419 update_object (op, UP_OBJ_INSERT);
1690 1420
1421 INVOKE_OBJECT (INSERT, op);
1691 1422
1692 /* Don't know if moving this to the end will break anything. However, 1423 /* 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. 1424 * we want to have floorbox_update called before calling this.
1694 * 1425 *
1695 * check_move_on() must be after this because code called from 1426 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1427 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1428 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1429 * update_object().
1699 */ 1430 */
1700 1431
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1432 /* 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) { 1433 if (!(flag & INS_NO_WALK_ON) && !op->head)
1434 {
1704 if (check_move_on(op, originator)) 1435 if (check_move_on (op, originator))
1705 return NULL; 1436 return 0;
1706 1437
1707 /* If we are a multi part object, lets work our way through the check 1438 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1439 * walk on's.
1709 */ 1440 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1441 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1442 if (check_move_on (tmp, originator))
1712 return NULL; 1443 return 0;
1713 } 1444 }
1445
1714 return op; 1446 return op;
1715} 1447}
1716 1448
1717/* this function inserts an object in the map, but if it 1449/* 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. 1450 * 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. 1451 * op is the object to insert it under: supplies x and the map.
1720 */ 1452 */
1453void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1454replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1455{
1723 object *tmp1; 1456 object *tmp, *tmp1;
1724 1457
1725 /* first search for itself and remove any old instances */ 1458 /* first search for itself and remove any old instances */
1726 1459
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1460 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1461 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1462 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1463
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1464 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1465
1736 1466 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1467 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1468 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1469}
1470
1471object *
1472object::insert_at (object *where, object *originator, int flags)
1473{
1474 where->map->insert (this, where->x, where->y, originator, flags);
1475}
1740 1476
1741/* 1477/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1478 * 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 1479 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1480 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1481 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1482 * global static errmsg array.
1747 */ 1483 */
1748 1484object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1485get_split_ob (object *orig_ob, uint32 nr)
1486{
1750 object *newob; 1487 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1488 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1489
1753 if(orig_ob->nrof<nr) { 1490 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 } 1491 {
1492 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1493 return NULL;
1494 }
1495
1758 newob = object_create_clone(orig_ob); 1496 newob = object_create_clone (orig_ob);
1497
1759 if((orig_ob->nrof-=nr)<1) { 1498 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1499 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1500 else if (!is_removed)
1501 {
1765 if(orig_ob->env!=NULL) 1502 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1503 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1504 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1505 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1506 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"); 1507 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1508 return NULL;
1772 } 1509 }
1773 } 1510 }
1511
1774 newob->nrof=nr; 1512 newob->nrof = nr;
1775 1513
1776 return newob; 1514 return newob;
1777} 1515}
1778 1516
1779/* 1517/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1518 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1519 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1520 * is subsequently removed and freed.
1783 * 1521 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1522 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1523 */
1786 1524
1525object *
1787object *decrease_ob_nr (object *op, uint32 i) 1526decrease_ob_nr (object *op, uint32 i)
1788{ 1527{
1789 object *tmp; 1528 object *tmp;
1790 player *pl;
1791 1529
1792 if (i == 0) /* objects with op->nrof require this check */ 1530 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1531 return op;
1794 1532
1795 if (i > op->nrof) 1533 if (i > op->nrof)
1796 i = op->nrof; 1534 i = op->nrof;
1797 1535
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1536 if (QUERY_FLAG (op, FLAG_REMOVED))
1537 op->nrof -= i;
1538 else if (op->env)
1539 {
1540 /* is this object in the players inventory, or sub container
1541 * therein?
1542 */
1543 tmp = op->in_player ();
1544 /* nope. Is this a container the player has opened?
1545 * If so, set tmp to that player.
1546 * IMO, searching through all the players will mostly
1547 * likely be quicker than following op->env to the map,
1548 * and then searching the map for a player.
1549 */
1550 if (!tmp)
1551 for_all_players (pl)
1552 if (pl->ob->container == op->env)
1553 {
1554 tmp = pl->ob;
1555 break;
1556 }
1557
1558 if (i < op->nrof)
1559 {
1560 sub_weight (op->env, op->weight * i);
1561 op->nrof -= i;
1562 if (tmp)
1563 esrv_send_item (tmp, op);
1564 }
1565 else
1566 {
1567 op->remove ();
1568 op->nrof = 0;
1569 if (tmp)
1570 esrv_del_item (tmp->contr, op->count);
1571 }
1799 { 1572 }
1573 else
1574 {
1575 object *above = op->above;
1576
1577 if (i < op->nrof)
1800 op->nrof -= i; 1578 op->nrof -= i;
1801 } 1579 else
1802 else if (op->env != NULL) 1580 {
1803 { 1581 op->remove ();
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; 1582 op->nrof = 0;
1583 }
1584
1585 /* Since we just removed op, op->above is null */
1586 for (tmp = above; tmp; tmp = tmp->above)
1587 if (tmp->type == PLAYER)
1588 {
1824 if (tmp) { 1589 if (op->nrof)
1825 esrv_send_item(tmp, op); 1590 esrv_send_item (tmp, op);
1826 } 1591 else
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count); 1592 esrv_del_item (tmp->contr, op->count);
1832 } 1593 }
1833 }
1834 }
1835 else
1836 { 1594 }
1837 object *above = op->above;
1838 1595
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 */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) {
1848 if (op->nrof)
1849 esrv_send_item(tmp, op);
1850 else
1851 esrv_del_item(tmp->contr, op->count);
1852 }
1853 }
1854
1855 if (op->nrof) { 1596 if (op->nrof)
1856 return op; 1597 return op;
1857 } else { 1598 else
1858 free_object (op); 1599 {
1600 op->destroy ();
1859 return NULL; 1601 return 0;
1860 } 1602 }
1861} 1603}
1862 1604
1863/* 1605/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1606 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1607 * and also updates how much the environment(s) is/are carrying.
1866 */ 1608 */
1867 1609
1610void
1868void add_weight (object *op, signed long weight) { 1611add_weight (object *op, signed long weight)
1612{
1869 while (op!=NULL) { 1613 while (op != NULL)
1614 {
1870 if (op->type == CONTAINER) { 1615 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1616 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1617
1873 op->carrying+=weight; 1618 op->carrying += weight;
1874 op=op->env; 1619 op = op->env;
1875 } 1620 }
1876} 1621}
1877 1622
1623object *
1624insert_ob_in_ob (object *op, object *where)
1625{
1626 if (!where)
1627 {
1628 char *dump = dump_object (op);
1629 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1630 free (dump);
1631 return op;
1632 }
1633
1634 if (where->head)
1635 {
1636 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1637 where = where->head;
1638 }
1639
1640 return where->insert (op);
1641}
1642
1878/* 1643/*
1879 * insert_ob_in_ob(op,environment): 1644 * env->insert (op)
1880 * This function inserts the object op in the linked list 1645 * This function inserts the object op in the linked list
1881 * inside the object environment. 1646 * inside the object environment.
1882 * 1647 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1648 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1649 * be != op, if items are merged. -Tero
1890 */ 1650 */
1891 1651
1892object *insert_ob_in_ob(object *op,object *where) { 1652object *
1653object::insert (object *op)
1654{
1893 object *tmp, *otmp; 1655 object *tmp, *otmp;
1894 1656
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1657 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1658 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1659
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1660 if (op->more)
1661 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1662 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1663 return op;
1914 } 1664 }
1665
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1666 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1667 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1668 if (op->nrof)
1669 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1670 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1671 if (object::can_merge (tmp, op))
1672 {
1920 /* return the original object and remove inserted object 1673 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1674 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1675 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1676 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1677 * tmp->nrof, we need to increase the weight.
1925 */ 1678 */
1926 add_weight (where, op->weight*op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1680 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1681 op->destroy (); /* free the inserted object */
1929 op = tmp; 1682 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1683 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1684 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1685 break;
1933 } 1686 }
1934 1687
1935 /* I assume combined objects have no inventory 1688 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1689 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1690 * (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 1691 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1692 * the linking below
1940 */ 1693 */
1941 add_weight (where, op->weight*op->nrof); 1694 add_weight (this, op->weight * op->nrof);
1695 }
1942 } else 1696 else
1943 add_weight (where, (op->weight+op->carrying)); 1697 add_weight (this, (op->weight + op->carrying));
1944 1698
1945 otmp=is_player_inv(where); 1699 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1700 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1701 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1702 otmp->update_stats ();
1949 }
1950 1703
1951 op->map=NULL; 1704 op->map = 0;
1952 op->env=where; 1705 op->env = this;
1953 op->above=NULL; 1706 op->above = 0;
1954 op->below=NULL; 1707 op->below = 0;
1955 op->x=0,op->y=0; 1708 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1709
1958 /* reset the light list and los of the players on the map */ 1710 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1711 if ((op->glow_radius != 0) && map)
1960 { 1712 {
1961#ifdef DEBUG_LIGHTS 1713#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1714 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1715#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1716 if (map->darkness)
1717 update_all_los (map, x, y);
1966 } 1718 }
1967 1719
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1720 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1721 * It sure simplifies this function...
1970 */ 1722 */
1971 if (where->inv==NULL) 1723 if (!inv)
1972 where->inv=op; 1724 inv = op;
1973 else { 1725 else
1726 {
1974 op->below = where->inv; 1727 op->below = inv;
1975 op->below->above = op; 1728 op->below->above = op;
1976 where->inv = op; 1729 inv = op;
1977 } 1730 }
1731
1732 INVOKE_OBJECT (INSERT, this);
1733
1978 return op; 1734 return op;
1979} 1735}
1980 1736
1981/* 1737/*
1982 * Checks if any objects has a move_type that matches objects 1738 * Checks if any objects has a move_type that matches objects
1996 * 1752 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1753 * 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 1754 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1755 * on top.
2000 */ 1756 */
2001 1757int
2002int check_move_on (object *op, object *originator) 1758check_move_on (object *op, object *originator)
2003{ 1759{
2004 object *tmp; 1760 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1761 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1762 int x = op->x, y = op->y;
1763
2008 MoveType move_on, move_slow, move_block; 1764 MoveType move_on, move_slow, move_block;
2009 1765
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1766 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; 1767 return 0;
1768
1769 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1770 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1771 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1772
1773 /* if nothing on this space will slow op down or be applied,
1774 * no need to do checking below. have to make sure move_type
1775 * is set, as lots of objects don't have it set - we treat that
1776 * as walking.
1777 */
1778 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1779 return 0;
1780
1781 /* This is basically inverse logic of that below - basically,
1782 * if the object can avoid the move on or slow move, they do so,
1783 * but can't do it if the alternate movement they are using is
1784 * blocked. Logic on this seems confusing, but does seem correct.
1785 */
1786 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1787 return 0;
1788
1789 /* The objects have to be checked from top to bottom.
1790 * Hence, we first go to the top:
1791 */
1792
1793 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1794 {
1795 /* Trim the search when we find the first other spell effect
1796 * this helps performance so that if a space has 50 spell objects,
1797 * we don't need to check all of them.
1798 */
1799 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1800 break;
1801 }
1802
1803 for (; tmp; tmp = tmp->below)
1804 {
1805 if (tmp == op)
1806 continue; /* Can't apply yourself */
1807
1808 /* Check to see if one of the movement types should be slowed down.
1809 * Second check makes sure that the movement types not being slowed
1810 * (~slow_move) is not blocked on this space - just because the
1811 * space doesn't slow down swimming (for example), if you can't actually
1812 * swim on that space, can't use it to avoid the penalty.
1813 */
1814 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1815 {
1816 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1817 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1818 {
1819
1820 float
1821 diff = tmp->move_slow_penalty * FABS (op->speed);
1822
1823 if (op->type == PLAYER)
1824 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1825 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1826 diff /= 4.0;
1827
1828 op->speed_left -= diff;
1829 }
1830 }
1831
1832 /* Basically same logic as above, except now for actual apply. */
1833 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1834 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1835 {
1836 move_apply (tmp, op, originator);
1837
1838 if (op->destroyed ())
1839 return 1;
1840
1841 /* what the person/creature stepped onto has moved the object
1842 * someplace new. Don't process any further - if we did,
1843 * have a feeling strange problems would result.
1844 */
1845 if (op->map != m || op->x != x || op->y != y)
1846 return 0;
1847 }
1848 }
1849
1850 return 0;
2091} 1851}
2092 1852
2093/* 1853/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1854 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1855 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2097 */ 1857 */
2098 1858object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1859present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1860{
2101 if(m==NULL || out_of_map(m,x,y)) { 1861 if (!m || out_of_map (m, x, y))
1862 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1863 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1864 return NULL;
2104 } 1865 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1866
1867 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2106 if(tmp->arch == at) 1868 if (tmp->arch == at)
2107 return tmp; 1869 return tmp;
1870
2108 return NULL; 1871 return NULL;
2109} 1872}
2110 1873
2111/* 1874/*
2112 * present(type, map, x, y) searches for any objects with 1875 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1876 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2115 */ 1878 */
2116 1879object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1880present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1881{
2119 if(out_of_map(m,x,y)) { 1882 if (out_of_map (m, x, y))
1883 {
2120 LOG(llevError,"Present called outside map.\n"); 1884 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1885 return NULL;
2122 } 1886 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1887
1888 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1889 if (tmp->type == type)
2125 return tmp; 1890 return tmp;
1891
2126 return NULL; 1892 return NULL;
2127} 1893}
2128 1894
2129/* 1895/*
2130 * present_in_ob(type, object) searches for any objects with 1896 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1897 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1898 * The first matching object is returned, or NULL if none.
2133 */ 1899 */
2134 1900object *
2135object *present_in_ob(unsigned char type, const object *op) { 1901present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1902{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1903 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1904 if (tmp->type == type)
2139 return tmp; 1905 return tmp;
1906
2140 return NULL; 1907 return NULL;
2141} 1908}
2142 1909
2143/* 1910/*
2144 * present_in_ob (type, str, object) searches for any objects with 1911 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1920 * 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 1921 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1922 * to be unique.
2156 */ 1923 */
2157 1924object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1925present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1926{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1927 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1928 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1929 return tmp;
2164 } 1930
2165 return NULL; 1931 return 0;
2166} 1932}
2167 1933
2168/* 1934/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1935 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1936 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1937 * The first matching object is returned, or NULL if none.
2172 */ 1938 */
2173 1939object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1940present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1941{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1942 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1943 if (tmp->arch == at)
2178 return tmp; 1944 return tmp;
1945
2179 return NULL; 1946 return NULL;
2180} 1947}
2181 1948
2182/* 1949/*
2183 * activate recursively a flag on an object inventory 1950 * activate recursively a flag on an object inventory
2184 */ 1951 */
1952void
2185void flag_inv(object*op, int flag){ 1953flag_inv (object *op, int flag)
2186 object *tmp; 1954{
2187 if(op->inv) 1955 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1956 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1957 {
2189 SET_FLAG(tmp, flag); 1958 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1959 flag_inv (tmp, flag);
2191 } 1960 }
1961}
1962
2192}/* 1963/*
2193 * desactivate recursively a flag on an object inventory 1964 * deactivate recursively a flag on an object inventory
2194 */ 1965 */
1966void
2195void unflag_inv(object*op, int flag){ 1967unflag_inv (object *op, int flag)
2196 object *tmp; 1968{
2197 if(op->inv) 1969 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1970 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1971 {
2199 CLEAR_FLAG(tmp, flag); 1972 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1973 unflag_inv (tmp, flag);
2201 } 1974 }
2202} 1975}
2203 1976
2204/* 1977/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1978 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1979 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1980 * 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. 1981 * him/her-self and all object carried by a call to this function.
2209 */ 1982 */
2210 1983void
2211void set_cheat(object *op) { 1984set_cheat (object *op)
1985{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2214} 1988}
2215 1989
2216/* 1990/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * 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 1992 * a spot at the given map and coordinates which will be able to contain
2232 * because arch_blocked (now ob_blocked) needs to know the movement type 2006 * because arch_blocked (now ob_blocked) needs to know the movement type
2233 * to know if the space in question will block the object. We can't use 2007 * 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 2008 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2009 * customized, changed states, etc.
2236 */ 2010 */
2237 2011int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2012find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2013{
2239 int i,index=0, flag; 2014 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 2015 int altern[SIZEOFFREE];
2241 2016
2242 for(i=start;i<stop;i++) { 2017 for (int i = start; i < stop; i++)
2018 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2019 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2020 if (!flag)
2245 altern[index++]=i; 2021 altern [index++] = i;
2246 2022
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2023 /* 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. 2024 * 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 - 2025 * 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 2026 * 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 2027 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2028 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2029 * won't look 2 spaces south of the target space.
2254 */ 2030 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2031 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2032 stop = maxfree[i];
2257 } 2033 }
2258 if(!index) return -1; 2034
2035 if (!index)
2036 return -1;
2037
2259 return altern[RANDOM()%index]; 2038 return altern[RANDOM () % index];
2260} 2039}
2261 2040
2262/* 2041/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2042 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2043 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2044 * 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. 2045 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2046 */
2268 2047int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2048find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2049{
2271 for(i=0;i<SIZEOFFREE;i++) { 2050 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2051 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2052 return i;
2274 } 2053
2275 return -1; 2054 return -1;
2276} 2055}
2277 2056
2278/* 2057/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2058 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2059 * arr[begin..end-1].
2060 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2061 */
2062static void
2282static void permute(int *arr, int begin, int end) 2063permute (int *arr, int begin, int end)
2283{ 2064{
2284 int i, j, tmp, len; 2065 arr += begin;
2066 end -= begin;
2285 2067
2286 len = end-begin; 2068 while (--end)
2287 for(i = begin; i < end; i++) 2069 swap (arr [end], arr [RANDOM () % (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2070}
2296 2071
2297/* new function to make monster searching more efficient, and effective! 2072/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2073 * 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 2074 * 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 2075 * 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 2076 * 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. 2077 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2078 */
2079void
2304void get_search_arr(int *search_arr) 2080get_search_arr (int *search_arr)
2305{ 2081{
2306 int i; 2082 int i;
2307 2083
2308 for(i = 0; i < SIZEOFFREE; i++) 2084 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2085 search_arr[i] = i;
2311 }
2312 2086
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2087 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2088 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2089 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2090}
2317 2091
2318/* 2092/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2093 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2094 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2099 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info 2100 * 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 2101 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2102 * there is capable of.
2329 */ 2103 */
2330 2104int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2105find_dir (maptile *m, int x, int y, object *exclude)
2106{
2332 int i,max=SIZEOFFREE, mflags; 2107 int i, max = SIZEOFFREE, mflags;
2108
2333 sint16 nx, ny; 2109 sint16 nx, ny;
2334 object *tmp; 2110 object *tmp;
2335 mapstruct *mp; 2111 maptile *mp;
2112
2336 MoveType blocked, move_type; 2113 MoveType blocked, move_type;
2337 2114
2338 if (exclude && exclude->head) { 2115 if (exclude && exclude->head)
2116 {
2339 exclude = exclude->head; 2117 exclude = exclude->head;
2340 move_type = exclude->move_type; 2118 move_type = exclude->move_type;
2341 } else { 2119 }
2120 else
2121 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2122 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2123 move_type = MOVE_ALL;
2124 }
2125
2126 for (i = 1; i < max; i++)
2344 } 2127 {
2345 2128 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2129 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2130 ny = y + freearr_y[i];
2350 2131
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2132 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2133
2352 if (mflags & P_OUT_OF_MAP) { 2134 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2135 max = maxfree[i];
2354 } else { 2136 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2137 {
2138 mapspace &ms = mp->at (nx, ny);
2356 2139
2140 blocked = ms.move_block;
2141
2357 if ((move_type & blocked) == move_type) { 2142 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2143 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2144 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2145 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2146 for (tmp = ms.bot; tmp; tmp = tmp->above)
2147 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2148 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2149 break;
2364 } 2150
2365 } 2151 if (tmp)
2366 if(tmp) {
2367 return freedir[i]; 2152 return freedir[i];
2368 } 2153 }
2154 }
2369 } 2155 }
2370 } 2156
2371 }
2372 return 0; 2157 return 0;
2373} 2158}
2374 2159
2375/* 2160/*
2376 * distance(object 1, object 2) will return the square of the 2161 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2162 * distance between the two given objects.
2378 */ 2163 */
2379 2164int
2380int distance(const object *ob1, const object *ob2) { 2165distance (const object *ob1, const object *ob2)
2381 int i; 2166{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2167 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2168}
2386 2169
2387/* 2170/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2171 * 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 2172 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2173 * object, needs to travel toward it.
2391 */ 2174 */
2392 2175int
2393int find_dir_2(int x, int y) { 2176find_dir_2 (int x, int y)
2177{
2394 int q; 2178 int q;
2395 2179
2396 if(y) 2180 if (y)
2397 q=x*100/y; 2181 q = x * 100 / y;
2398 else if (x) 2182 else if (x)
2399 q= -300*x; 2183 q = -300 * x;
2400 else 2184 else
2401 return 0; 2185 return 0;
2402 2186
2403 if(y>0) { 2187 if (y > 0)
2188 {
2404 if(q < -242) 2189 if (q < -242)
2405 return 3 ; 2190 return 3;
2406 if (q < -41) 2191 if (q < -41)
2407 return 2 ; 2192 return 2;
2408 if (q < 41) 2193 if (q < 41)
2409 return 1 ; 2194 return 1;
2410 if (q < 242) 2195 if (q < 242)
2411 return 8 ; 2196 return 8;
2412 return 7 ; 2197 return 7;
2413 } 2198 }
2414 2199
2415 if (q < -242) 2200 if (q < -242)
2416 return 7 ; 2201 return 7;
2417 if (q < -41) 2202 if (q < -41)
2418 return 6 ; 2203 return 6;
2419 if (q < 41) 2204 if (q < 41)
2420 return 5 ; 2205 return 5;
2421 if (q < 242) 2206 if (q < 242)
2422 return 4 ; 2207 return 4;
2423 2208
2424 return 3 ; 2209 return 3;
2425} 2210}
2426 2211
2427/* 2212/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2213 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2214 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2215 * "overflow" in previous calculations of a direction).
2431 */ 2216 */
2432 2217
2218int
2433int absdir(int d) { 2219absdir (int d)
2434 while(d<1) d+=8; 2220{
2435 while(d>8) d-=8; 2221 while (d < 1)
2222 d += 8;
2223
2224 while (d > 8)
2225 d -= 8;
2226
2436 return d; 2227 return d;
2437} 2228}
2438 2229
2439/* 2230/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2231 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2232 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2233 */
2443 2234
2235int
2444int dirdiff(int dir1, int dir2) { 2236dirdiff (int dir1, int dir2)
2237{
2445 int d; 2238 int d;
2239
2446 d = abs(dir1 - dir2); 2240 d = abs (dir1 - dir2);
2447 if(d>4) 2241 if (d > 4)
2448 d = 8 - d; 2242 d = 8 - d;
2243
2449 return d; 2244 return d;
2450} 2245}
2451 2246
2452/* peterm: 2247/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2248 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2456 * This basically means that if direction is 15, then it could either go 2251 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are. 2252 * 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 2253 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2254 * functions.
2460 */ 2255 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2256int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2257 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2258 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2259 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2260 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2261 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2262 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2263 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2264 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2265 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2266 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2267 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2268 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2269 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2270 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2271 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2272 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2273 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2274 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2275 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2276 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2277 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2278 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2279 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2280 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2281 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2282 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2283 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2284 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2285 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2286 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2287 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2288 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2289 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2290 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2291 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2292 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2293 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2294 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2295 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2296 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2297 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2298 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2299 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2300 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2301 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2302 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2303 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2304 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2305 {24, 9, -1}
2306}; /* 48 */
2512 2307
2513/* Recursive routine to step back and see if we can 2308/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2309 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2310 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2311 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2312 * Modified to be map tile aware -.MSW
2518 */ 2313 */
2519 2314int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2315can_see_monsterP (maptile *m, int x, int y, int dir)
2316{
2522 sint16 dx, dy; 2317 sint16 dx, dy;
2523 int mflags; 2318 int mflags;
2524 2319
2320 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2321 return 0; /* exit condition: invalid direction */
2526 2322
2527 dx = x + freearr_x[dir]; 2323 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2324 dy = y + freearr_y[dir];
2529 2325
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2326 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2327
2532 /* This functional arguably was incorrect before - it was 2328 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2329 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2330 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2331 * 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 2332 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2333 * at least its move type.
2538 */ 2334 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2335 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2336 return 0;
2540 2337
2541 /* yes, can see. */ 2338 /* yes, can see. */
2542 if(dir < 9) return 1; 2339 if (dir < 9)
2340 return 1;
2341
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2342 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2343 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2345}
2547 2346
2548
2549
2550/* 2347/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2348 * 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 2349 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2350 * picked up, otherwise 0.
2554 * 2351 *
2556 * core dumps if they do. 2353 * core dumps if they do.
2557 * 2354 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2355 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2356 */
2560 2357
2358int
2561int can_pick(const object *who, const object *item) { 2359can_pick (const object *who, const object *item)
2360{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2363 !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} 2364}
2567
2568 2365
2569/* 2366/*
2570 * create clone from object to another 2367 * create clone from object to another
2571 */ 2368 */
2369object *
2572object *object_create_clone (object *asrc) { 2370object_create_clone (object *asrc)
2371{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2372 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2373
2575 if(!asrc) return NULL; 2374 if (!asrc)
2375 return 0;
2376
2576 src = asrc; 2377 src = asrc;
2577 if(src->head) 2378 if (src->head)
2578 src = src->head; 2379 src = src->head;
2579 2380
2580 prev = NULL; 2381 prev = 0;
2581 for(part = src; part; part = part->more) { 2382 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2383 {
2583 copy_object(part,tmp); 2384 tmp = part->clone ();
2584 tmp->x -= src->x; 2385 tmp->x -= src->x;
2585 tmp->y -= src->y; 2386 tmp->y -= src->y;
2387
2586 if(!part->head) { 2388 if (!part->head)
2389 {
2587 dst = tmp; 2390 dst = tmp;
2588 tmp->head = NULL; 2391 tmp->head = 0;
2392 }
2589 } else { 2393 else
2590 tmp->head = dst; 2394 tmp->head = dst;
2591 } 2395
2592 tmp->more = NULL; 2396 tmp->more = 0;
2397
2593 if(prev) 2398 if (prev)
2594 prev->more = tmp; 2399 prev->more = tmp;
2400
2595 prev = tmp; 2401 prev = tmp;
2596 } 2402 }
2597 /*** copy inventory ***/ 2403
2598 for(item = src->inv; item; item = item->below) { 2404 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2405 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2406
2602 return dst; 2407 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} 2408}
2612 2409
2613/* GROS - Creates an object using a string representing its content. */ 2410/* 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 */ 2411/* 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, */ 2412/* 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. */ 2413/* 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. */ 2414/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2415/* Also remember that multiparts objects are not supported for now. */
2619 2416object *
2620object* load_object_str(const char *obstr) 2417load_object_str (const char *obstr)
2621{ 2418{
2622 object *op; 2419 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2420 char filename[MAX_BUF];
2421
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2422 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2423
2626 tempfile=fopen(filename,"w"); 2424 FILE *tempfile = fopen (filename, "w");
2425
2627 if (tempfile == NULL) 2426 if (tempfile == NULL)
2628 { 2427 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2428 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2429 return NULL;
2631 }; 2430 }
2431
2632 fprintf(tempfile,obstr); 2432 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2433 fclose (tempfile);
2634 2434
2635 op=get_object(); 2435 op = object::create ();
2636 2436
2637 tempfile=fopen(filename,"r");
2638 if (tempfile == NULL)
2639 {
2640 LOG(llevError,"Error - Unable to read object temp file\n");
2641 return NULL;
2642 };
2643 object_thawer thawer (tempfile); 2437 object_thawer thawer (filename);
2438
2439 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2440 load_object (thawer, op, 0);
2441
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2442 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2443 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2444
2648 return op; 2445 return op;
2649} 2446}
2650 2447
2651/* This returns the first object in who's inventory that 2448/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2449 * has the same type and subtype match.
2653 * returns NULL if no match. 2450 * returns NULL if no match.
2654 */ 2451 */
2452object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2453find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2454{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2455 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2456 if (tmp->type == type && tmp->subtype == subtype)
2457 return tmp;
2661 2458
2662 return NULL; 2459 return 0;
2663} 2460}
2664 2461
2665/* If ob has a field named key, return the link from the list, 2462/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2463 * otherwise return NULL.
2667 * 2464 *
2668 * key must be a passed in shared string - otherwise, this won't 2465 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2466 * do the desired thing.
2670 */ 2467 */
2468key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2469get_ob_key_link (const object *ob, const char *key)
2672 key_value * link; 2470{
2673
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2471 for (key_value *link = ob->key_values; link; link = link->next)
2675 if (link->key == key) { 2472 if (link->key == key)
2676 return link; 2473 return link;
2677 } 2474
2678 } 2475 return 0;
2679 2476}
2680 return NULL;
2681}
2682 2477
2683/* 2478/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2479 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2480 *
2686 * The argument doesn't need to be a shared string. 2481 * The argument doesn't need to be a shared string.
2687 * 2482 *
2688 * The returned string is shared. 2483 * The returned string is shared.
2689 */ 2484 */
2485const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2486get_ob_key_value (const object *op, const char *const key)
2487{
2691 key_value * link; 2488 key_value *link;
2692 const char * canonical_key; 2489 shstr_cmp canonical_key (key);
2490
2491 if (!canonical_key)
2693 2492 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2493 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2494 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2495 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2496 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2497 */
2702 return NULL; 2498 return 0;
2703 } 2499 }
2704 2500
2705 /* This is copied from get_ob_key_link() above - 2501 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2502 * only 4 lines, and saves the function call overhead.
2707 */ 2503 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2504 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2505 if (link->key == canonical_key)
2710 return link->value; 2506 return link->value;
2711 } 2507
2712 } 2508 return 0;
2713 return NULL;
2714} 2509}
2715 2510
2716 2511
2717/* 2512/*
2718 * Updates the canonical_key in op to value. 2513 * Updates the canonical_key in op to value.
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2517 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2518 * keys.
2724 * 2519 *
2725 * Returns TRUE on success. 2520 * Returns TRUE on success.
2726 */ 2521 */
2522int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2523set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2524{
2728 key_value * field = NULL, *last=NULL; 2525 key_value *field = NULL, *last = NULL;
2729 2526
2730 for (field=op->key_values; field != NULL; field=field->next) { 2527 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2528 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2529 if (field->key != canonical_key)
2737 if (value) 2530 {
2738 field->value = add_string(value); 2531 last = field;
2739 else { 2532 continue;
2533 }
2534
2535 if (value)
2536 field->value = value;
2537 else
2538 {
2740 /* Basically, if the archetype has this key set, 2539 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2540 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2541 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2542 * we get this value back again.
2744 */ 2543 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2544 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2545 field->value = 0;
2747 else { 2546 else
2748 /* Delete this link */ 2547 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2548 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2549 last->next = field->next;
2751 if (last) last->next = field->next; 2550 else
2752 else op->key_values = field->next; 2551 op->key_values = field->next;
2753 free(field); 2552
2754 } 2553 delete field;
2755 } 2554 }
2555 }
2756 return TRUE; 2556 return TRUE;
2757 } 2557 }
2758 /* IF we get here, key doesn't exist */ 2558 /* IF we get here, key doesn't exist */
2759 2559
2760 /* No field, we'll have to add it. */ 2560 /* No field, we'll have to add it. */
2761 2561
2762 if (!add_key) { 2562 if (!add_key)
2763 return FALSE; 2563 return FALSE;
2764 } 2564
2765 /* There isn't any good reason to store a null 2565 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2566 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2567 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2568 * be here. If user wants to store empty strings,
2769 * should pass in "" 2569 * should pass in ""
2770 */ 2570 */
2771 if (value == NULL) return TRUE; 2571 if (value == NULL)
2772
2773 field = (key_value *) malloc(sizeof(key_value));
2774
2775 field->key = add_refcount(canonical_key);
2776 field->value = add_string(value);
2777 /* Usual prepend-addition. */
2778 field->next = op->key_values;
2779 op->key_values = field;
2780
2781 return TRUE; 2572 return TRUE;
2573
2574 field = new key_value;
2575
2576 field->key = canonical_key;
2577 field->value = value;
2578 /* Usual prepend-addition. */
2579 field->next = op->key_values;
2580 op->key_values = field;
2581
2582 return TRUE;
2782} 2583}
2783 2584
2784/* 2585/*
2785 * Updates the key in op to value. 2586 * Updates the key in op to value.
2786 * 2587 *
2788 * and not add new ones. 2589 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2590 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2591 *
2791 * Returns TRUE on success. 2592 * Returns TRUE on success.
2792 */ 2593 */
2594int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2595set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2596{
2795 int floating_ref = FALSE; 2597 shstr key_ (key);
2796 int ret; 2598
2599 return set_ob_key_value_s (op, key_, value, add_key);
2600}
2601
2602object::depth_iterator::depth_iterator (object *container)
2603: iterator_base (container)
2604{
2605 while (item->inv)
2606 item = item->inv;
2607}
2608
2609void
2610object::depth_iterator::next ()
2611{
2612 if (item->below)
2797 2613 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2614 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2615
2800 */ 2616 while (item->inv)
2617 item = item->inv;
2801 2618 }
2802 canonical_key = find_string(key); 2619 else
2803 if (canonical_key == NULL) { 2620 item = item->env;
2804 canonical_key = add_string(key); 2621}
2805 floating_ref = TRUE; 2622
2806 } 2623
2624const char *
2625object::flag_desc (char *desc, int len) const
2626{
2627 char *p = desc;
2628 bool first = true;
2629
2630 *p = 0;
2631
2632 for (int i = 0; i < NUM_FLAGS; i++)
2807 2633 {
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2634 if (len <= 10) // magic constant!
2635 {
2636 snprintf (p, len, ",...");
2637 break;
2638 }
2639
2640 if (flag [i])
2641 {
2642 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2643 len -= cnt;
2644 p += cnt;
2645 first = false;
2646 }
2809 2647 }
2810 if (floating_ref) { 2648
2811 free_string(canonical_key);
2812 }
2813
2814 return ret; 2649 return desc;
2815} 2650}
2651
2652// return a suitable string describing an object in enough detail to find it
2653const char *
2654object::debug_desc (char *info) const
2655{
2656 char flagdesc[512];
2657 char info2[256 * 4];
2658 char *p = info;
2659
2660 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2661 count, uuid.seq,
2662 &name,
2663 title ? "\",title:" : "",
2664 title ? (const char *)title : "",
2665 flag_desc (flagdesc, 512), type);
2666
2667 if (env)
2668 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2669
2670 if (map)
2671 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2672
2673 return info;
2674}
2675
2676const char *
2677object::debug_desc () const
2678{
2679 static char info[256 * 4];
2680 return debug_desc (info);
2681}
2682

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