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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 1.109 by root, Sun Jan 7 21:54:59 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 */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57short freearr_x[SIZEOFFREE]= 45short 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}; 46 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]= 47};
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, 48short 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}; 49 -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]= 50};
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, 51int 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}; 52 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
53};
66int freedir[SIZEOFFREE]= { 54int 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, 55 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}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
69 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
70 135
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
73 key_value * wants_field; 140 key_value *wants_field;
74 141
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* 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 143 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
78 */ 145 */
79 146
80 /* For each field in wants, */ 147 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
82 key_value * has_field; 150 key_value *has_field;
83 151
84 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
86 156 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 157 /* No field with that name. */
89 return FALSE; 158 return FALSE;
90 }
91 159 }
160
92 /* Found the matching field. */ 161 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
94 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 165 return FALSE;
96 } 166 }
97 167
98 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 169 }
170
101 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 172 return TRUE;
103} 173}
104 174
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
107 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
109 */ 181 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 183}
112 184
113/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 186 * they can be merged together.
115 * 187 *
116 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
119 * 191 *
120 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
121 * 193 *
122 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
123 * check weight 195 * check weight
124 */ 196 */
125 197bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 198{
127
128 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
130 201 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 202 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 203 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 204 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 205 return 0;
138 206
207 //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 208 /* 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 209 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 210 * used to store nrof).
142 */ 211 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 213 return 0;
145 214
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. 215 /* 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 216 * 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 217 * 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 218 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 219 * flags lose any meaning.
166 */ 220 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 223
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 226
173 227 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 228 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 229 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 230 || ob1->title != ob2->title
177 */ 231 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 232 || 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) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 252 return 0;
208 253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 return 0;
262
263 /* Now check to see if the two inventory objects could merge */
264 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0;
266
267 /* inventory ok - still need to check rest of this object to see
268 * if it is valid.
269 */
270 }
271
209 /* Don't merge objects that are applied. With the new 'body' code, 272 /* 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 273 * 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. 274 * some items equipped, and we don't want those to merge.
212 */ 275 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 277 return 0;
215 278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
216 switch (ob1->type) { 286 switch (ob1->type)
287 {
217 case SCROLL: 288 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 289 if (ob1->level != ob2->level)
290 return 0;
219 break; 291 break;
220
221 } 292 }
293
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
223 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
226 return 0; 299 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
230 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
231 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
232 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
233 return 1; 315 return 1;
234} 316}
235 317
236/* 318/*
237 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
240 */ 322 */
241signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
242 signed long sum; 326 long sum;
243 object *inv; 327 object *inv;
328
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
245 if (inv->inv) 331 if (inv->inv)
246 sum_weight(inv); 332 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 334 }
335
249 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
251 if(op->carrying != sum) 339 if (op->carrying != sum)
252 op->carrying = sum; 340 op->carrying = sum;
341
253 return sum; 342 return sum;
254} 343}
255 344
256/** 345/**
257 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
258 */ 347 */
259 348
349object *
260object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
261 while (op->env != NULL) 352 while (op->env != NULL)
262 op = op->env; 353 op = op->env;
263 return op; 354 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} 355}
278 356
279/* 357/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 359 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
283 */ 361 */
284 362
285void dump_object2(object *op) { 363char *
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) { 364dump_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{ 365{
340 char *cp; 366 if (!op)
367 return strdup ("[NULLOBJ]");
341 368
342 if(op==NULL) 369 object_freezer freezer;
343 { 370 save_object (freezer, op, 1);
344 strcpy(outstr,"[NULL pointer]"); 371 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} 372}
382 373
383/* 374/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
387 */ 378 */
388 379
380object *
389object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
390 object *tmp,*closest; 383 object *tmp, *closest;
391 int last_dist,i; 384 int last_dist, i;
385
392 if(op->more==NULL) 386 if (op->more == NULL)
393 return op; 387 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
397 return closest; 391 return closest;
398} 392}
399 393
400/* 394/*
401 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
402 */ 396 */
403 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 return ((unsigned int)i) < objects.size ()
407 if(op->count==i) 401 ? objects [i]
408 break; 402 : 0;
409 return op;
410} 403}
411 404
412/* 405/*
413 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
416 */ 409 */
417 410object *
418object *find_object_name(const char *str) { 411find_object_name (const char *str)
419 const char *name=add_string(str); 412{
413 shstr_cmp str_ (str);
420 object *op; 414 object *op;
421 for(op=objects;op!=NULL;op=op->next) 415
416 for_all_objects (op)
422 if(op->name==name) 417 if (op->name == str_)
423 break; 418 break;
424 free_string(name); 419
425 return op; 420 return op;
426} 421}
427 422
423void
428void free_all_object_data(void) { 424free_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{ 425{
470 if (!op) return; 426 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} 427}
478
479
480 428
481/* 429/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 431 * skill and experience objects.
484 */ 432 */
485void set_owner (object *op, object *owner) 433void
434object::set_owner (object *owner)
486{ 435{
487 if(owner==NULL||op==NULL) 436 if (!owner)
488 return; 437 return;
489 438
490 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* 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 441 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 443 * 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. 444 * didn't match, this check is valid and I believe that cause is valid.
496 */ 445 */
497 while (owner->owner && owner!=owner->owner && 446 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 447 owner = owner->owner;
499 448
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; 449 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} 450}
553 451
554/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 453 * refcounts and freeing the links.
556 */ 454 */
455static void
557static void free_key_values(object * op) { 456free_key_values (object *op)
558 key_value * i; 457{
559 key_value * next = NULL; 458 for (key_value *i = op->key_values; i != 0;)
560 459 {
561 if (op->key_values == NULL) return; 460 key_value *next = i->next;
461 delete i;
462
463 i = next;
562 464 }
563 for (i = op->key_values; i != NULL; i = next) { 465
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; 466 op->key_values = 0;
574} 467}
575 468
576
577/* 469/*
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, 470 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * 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 474 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 475 * will point at garbage.
658 */ 476 */
477void
478object::copy_to (object *dst)
479{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
659 482
660void copy_object(object *op2, object *op) { 483 *(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;
663 484
664 op->clear (); 485 if (is_freed)
486 SET_FLAG (dst, FLAG_FREED);
665 487
666 /* Decrement the refcounts, but don't bother zeroing the fields; 488 if (is_removed)
667 they'll be overwritten by memcpy. */ 489 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);
678 490
679 /* Basically, same code as from clear_object() */ 491 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; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
711 493
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. */ 494 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 495 if (key_values)
735 key_value * tail = NULL; 496 {
497 key_value *tail = 0;
736 key_value * i; 498 key_value *i;
737 499
738 op->key_values = NULL; 500 dst->key_values = 0;
739 501
740 for (i = op2->key_values; i != NULL; i = i->next) { 502 for (i = key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 503 {
504 key_value *new_link = new key_value;
742 505
743 new_link->next = NULL; 506 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 507 new_link->key = i->key;
745 if (i->value) 508 new_link->value = i->value;
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749 509
750 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 511 if (!dst->key_values)
752 op->key_values = new_link; 512 {
753 tail = new_link; 513 dst->key_values = new_link;
754 } else { 514 tail = new_link;
755 tail->next = new_link; 515 }
756 tail = new_link; 516 else
517 {
518 tail->next = new_link;
519 tail = new_link;
520 }
521 }
757 } 522 }
758 }
759 }
760 523
761 update_ob_speed(op); 524 dst->set_speed (dst->speed);
762} 525}
763 526
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; 527object *
805 528object::clone ()
806 if(free_objects==NULL) { 529{
807 expand_objects(); 530 object *neu = create ();
808 } 531 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; 532 return neu;
847} 533}
848 534
849/* 535/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * 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 537 * 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. 538 * be called to update the face variable, _and_ how it looks on the map.
853 */ 539 */
854 540void
855void update_turn_face(object *op) { 541update_turn_face (object *op)
542{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
857 return; 544 return;
545
858 SET_ANIMATION(op, op->direction); 546 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
860} 548}
861 549
862/* 550/*
863 * Updates the speed of an object. If the speed changes from 0 to another 551 * 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. 552 * 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. 553 * This function needs to be called whenever the speed of an object changes.
866 */ 554 */
867 555void
868void update_ob_speed(object *op) { 556object::set_speed (float speed)
869 extern int arch_init; 557{
870 558 if (flag [FLAG_FREED] && speed)
871 /* No reason putting the archetypes objects on the speed list, 559 {
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); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
877#ifdef MANY_CORES 561 speed = 0;
878 abort();
879#else
880 op->speed = 0;
881#endif
882 } 562 }
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;
890 563
891 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
892 * of the list. */ 565
893 op->active_next = active_objects; 566 if (has_active_speed ())
894 if (op->active_next!=NULL) 567 activate ();
895 op->active_next->active_prev = op;
896 active_objects = op;
897 }
898 else { 568 else
899 /* If not on the active list, nothing needs to be done */ 569 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} 570}
917 571
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/* 572/*
947 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
948 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
949 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
950 * invisible object, etc...) 576 * invisible object, etc...)
951 * If the object being updated is beneath a player, the look-window 577 * 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 578 * of that player is updated (this might be a suboptimal way of
953 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
954 * 580 *
955 * action is a hint of what the caller believes need to be done. 581 * 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: 582 * current action are:
961 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * 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. 586 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
966 */ 588 */
967 589void
968void update_object(object *op, int action) { 590update_object (object *op, int action)
969 int update_now=0, flags; 591{
970 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
971 593
972 if (op == NULL) { 594 if (op == NULL)
595 {
973 /* this should never happen */ 596 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 598 return;
976 }
977 599 }
978 if(op->env!=NULL) { 600
601 if (op->env)
602 {
979 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
980 * to do in this case. 604 * to do in this case.
981 */ 605 */
982 return; 606 return;
983 } 607 }
984 608
985 /* If the map is saving, don't do anything as everything is 609 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 610 * going to get freed anyways.
987 */ 611 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 612 if (!op->map || op->map->in_memory == MAP_SAVING)
989 613 return;
614
990 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 616 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)) { 617 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 619#ifdef MANY_CORES
995 abort(); 620 abort ();
996#endif 621#endif
997 return; 622 return;
998 }
999 623 }
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 624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
1007 if (action == UP_OBJ_INSERT) { 629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 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)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1012 update_now=1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1013 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1015 update_now=1; 638 || (m.move_on | op->move_on ) != m.move_on
1016 639 || (m.move_off | op->move_off ) != m.move_off
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 640 || (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 641 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 642 * to have move_allow right now.
1024 */ 643 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1026 update_now=1; 645 || 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; 646 m.flags_ = 0;
1028 } 647 }
1029 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 650 * that is being removed.
1032 */ 651 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 653 m.flags_ = 0;
1035 } else if (action == UP_OBJ_FACE) { 654 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
1037 }
1038 else { 656 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 658
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) 659 if (op->more)
1048 update_object(op->more, action); 660 update_object (op->more, action);
1049} 661}
1050 662
663object *object::first;
1051 664
1052/* 665object::object ()
1053 * free_object() frees everything allocated by an object, removes 666{
1054 * it from the list of used objects, and puts it on the list of 667 SET_FLAG (this, FLAG_REMOVED);
1055 * free objects. The IS_FREED() flag is set in the object. 668
1056 * The object must have been removed by remove_ob() first for 669 expmul = 1.0;
1057 * this function to succeed. 670 face = blank_face;
671}
672
673object::~object ()
674{
675 free_key_values (this);
676}
677
678void object::link ()
679{
680 uuid = gen_uuid ();
681
682 refcnt_inc ();
683 objects.insert (this);
684}
685
686void object::unlink ()
687{
688 objects.erase (this);
689 refcnt_dec ();
690}
691
692void
693object::activate ()
694{
695 /* If already on active list, don't do anything */
696 if (active)
697 return;
698
699 if (has_active_speed ())
700 actives.insert (this);
701}
702
703void
704object::activate_recursive ()
705{
706 activate ();
707
708 for (object *op = inv; op; op = op->below)
709 op->activate_recursive ();
710}
711
712/* This function removes object 'op' from the list of active
713 * objects.
714 * This should only be used for style maps or other such
715 * reference maps where you don't want an object that isn't
716 * in play chewing up cpu time getting processed.
717 * The reverse of this is to call update_ob_speed, which
718 * will do the right thing based on the speed of the object.
1058 * 719 */
1059 * If free_inventory is set, free inventory as well. Else drop items in 720void
1060 * inventory to the ground. 721object::deactivate ()
1061 */ 722{
723 /* If not on the active list, nothing needs to be done */
724 if (!active)
725 return;
1062 726
1063void free_object(object *ob) { 727 actives.erase (this);
1064 free_object2(ob, 0);
1065} 728}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 729
1069 ob->clear (); 730void
731object::deactivate_recursive ()
732{
733 for (object *op = inv; op; op = op->below)
734 op->deactivate_recursive ();
1070 735
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 736 deactivate ();
1072 LOG(llevDebug,"Free object called with non removed object\n"); 737}
1073 dump_object(ob); 738
1074#ifdef MANY_CORES 739void
1075 abort(); 740object::set_flag_inv (int flag, int value)
1076#endif 741{
742 for (object *op = inv; op; op = op->below)
1077 } 743 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 744 op->flag [flag] = value;
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 745 op->set_flag_inv (flag, value);
1080 remove_friendly_object(ob);
1081 } 746 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 747}
1083 dump_object(ob); 748
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 749/*
1085 return; 750 * Remove and free all objects in the inventory of the given object.
1086 } 751 * object.c ?
1087 if(ob->more!=NULL) { 752 */
1088 free_object2(ob->more, free_inventory); 753void
1089 ob->more=NULL; 754object::destroy_inv (bool drop_to_ground)
1090 } 755{
1091 if (ob->inv) { 756 // need to check first, because the checks below might segfault
757 // as we might be on an invalid mapspace and crossfire code
758 // is too buggy to ensure that the inventory is empty.
759 // corollary: if you create arrows etc. with stuff in tis inventory,
760 // cf will crash below with off-map x and y
761 if (!inv)
762 return;
763
1092 /* Only if the space blocks everything do we not process - 764 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 765 * if some form of movement is allowed, let objects
1094 * drop on that space. 766 * drop on that space.
1095 */ 767 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 768 if (!drop_to_ground
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 769 || !map
1098 { 770 || map->in_memory != MAP_IN_MEMORY
1099 op=ob->inv; 771 || ms ().move_block == MOVE_ALL)
1100 while(op!=NULL) { 772 {
1101 tmp=op->below; 773 while (inv)
1102 remove_ob(op); 774 {
1103 free_object2(op, free_inventory); 775 inv->destroy_inv (drop_to_ground);
1104 op=tmp; 776 inv->destroy ();
777 }
1105 } 778 }
1106 } 779 else
1107 else { /* Put objects in inventory onto this space */ 780 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 781 while (inv)
1109 while(op!=NULL) { 782 {
1110 tmp=op->below; 783 object *op = inv;
1111 remove_ob(op); 784
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 785 if (op->flag [FLAG_STARTEQUIP]
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 786 || op->flag [FLAG_NO_DROP]
1114 free_object(op); 787 || op->type == RUNE
1115 else { 788 || op->type == TRAP
1116 op->x=ob->x; 789 || op->flag [FLAG_IS_A_TEMPLATE])
1117 op->y=ob->y; 790 op->destroy ();
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 791 else
1119 } 792 map->insert (op, x, y);
1120 op=tmp; 793 }
1121 } 794 }
1122 } 795}
796
797object *object::create ()
798{
799 object *op = new object;
800 op->link ();
801 return op;
802}
803
804void
805object::do_destroy ()
806{
807 if (flag [FLAG_IS_LINKED])
808 remove_button_link (this);
809
810 if (flag [FLAG_FRIENDLY])
811 remove_friendly_object (this);
812
813 if (!flag [FLAG_REMOVED])
814 remove ();
815
816 if (flag [FLAG_FREED])
817 return;
818
819 set_speed (0);
820
821 flag [FLAG_FREED] = 1;
822
823 attachable::do_destroy ();
824
825 destroy_inv (true);
826 unlink ();
827
828 // hack to ensure that freed objects still have a valid map
829 {
830 static maptile *freed_map; // freed objects are moved here to avoid crashes
831
832 if (!freed_map)
833 {
834 freed_map = new maptile;
835
836 freed_map->name = "/internal/freed_objects_map";
837 freed_map->width = 3;
838 freed_map->height = 3;
839
840 freed_map->alloc ();
841 freed_map->in_memory = MAP_IN_MEMORY;
1123 } 842 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127 843
1128 SET_FLAG(ob, FLAG_FREED); 844 map = freed_map;
1129 ob->count = 0; 845 x = 1;
1130 846 y = 1;
1131 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142 847 }
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 848
849 head = 0;
850
851 if (more)
1153 852 {
1154 /* Why aren't events freed? */ 853 more->destroy ();
1155 free_key_values(ob); 854 more = 0;
855 }
1156 856
1157#if 0 /* MEMORY_DEBUG*/ 857 // clear those pointers that likely might have circular references to us
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 858 owner = 0;
1159 * presumes the freed_object will stick around for at least a little 859 enemy = 0;
1160 * bit 860 attacked_by = 0;
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179} 861}
1180 862
1181/* 863void
1182 * count_free() returns the number of objects on the list of free objects. 864object::destroy (bool destroy_inventory)
1183 */ 865{
1184 866 if (destroyed ())
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i; 867 return;
1191}
1192 868
1193/* 869 if (destroy_inventory)
1194 * count_used() returns the number of objects on the list of used objects. 870 destroy_inv (false);
1195 */
1196 871
1197int count_used(void) { 872 attachable::destroy ();
1198 int i=0;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203}
1204
1205/*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215} 873}
1216 874
1217/* 875/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 876 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 877 * weight of an object (and what is carried by it's environment(s)).
1220 */ 878 */
1221 879void
1222void sub_weight (object *op, signed long weight) { 880sub_weight (object *op, signed long weight)
881{
1223 while (op != NULL) { 882 while (op != NULL)
883 {
1224 if (op->type == CONTAINER) { 884 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 885 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 886
1227 op->carrying-=weight; 887 op->carrying -= weight;
1228 op = op->env; 888 op = op->env;
1229 } 889 }
1230} 890}
1231 891
1232/* remove_ob(op): 892/* op->remove ():
1233 * This function removes the object op from the linked list of objects 893 * 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 894 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 895 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 896 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 897 * the previous environment.
1238 * Beware: This function is called from the editor as well! 898 * Beware: This function is called from the editor as well!
1239 */ 899 */
1240 900void
1241void remove_ob(object *op) { 901object::remove ()
902{
1242 object *tmp,*last=NULL; 903 object *tmp, *last = 0;
1243 object *otmp; 904 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 905
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 906 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 907 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 908
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); 909 SET_FLAG (this, FLAG_REMOVED);
910 INVOKE_OBJECT (REMOVE, this);
1270 911
912 if (more)
913 more->remove ();
914
1271 /* 915 /*
1272 * In this case, the object to be removed is in someones 916 * In this case, the object to be removed is in someones
1273 * inventory. 917 * inventory.
1274 */ 918 */
1275 if(op->env!=NULL) { 919 if (env)
1276 if(op->nrof) 920 {
921 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 922 sub_weight (env, weight * nrof);
1278 else 923 else
1279 sub_weight(op->env, op->weight+op->carrying); 924 sub_weight (env, weight + carrying);
1280 925
1281 /* NO_FIX_PLAYER is set when a great many changes are being 926 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 927 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 928 * to save cpu time.
1284 */ 929 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 930 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 931 otmp->update_stats ();
1287 fix_player(otmp);
1288 932
1289 if(op->above!=NULL) 933 if (above)
1290 op->above->below=op->below; 934 above->below = below;
1291 else 935 else
1292 op->env->inv=op->below; 936 env->inv = below;
1293 937
1294 if(op->below!=NULL) 938 if (below)
1295 op->below->above=op->above; 939 below->above = above;
1296 940
1297 /* we set up values so that it could be inserted into 941 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 942 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 943 * 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 */ 944 */
945 x = env->x, y = env->y;
946 map = env->map;
947 above = 0, below = 0;
948 env = 0;
949 }
950 else if (map)
951 {
952 if (type == PLAYER)
953 {
954 --map->players;
955 map->touch ();
956 }
1333 957
958 map->dirty = true;
959
1334 /* link the object above us */ 960 /* link the object above us */
1335 if (op->above) 961 if (above)
1336 op->above->below=op->below; 962 above->below = below;
1337 else 963 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 964 map->at (x, y).top = below; /* we were top, set new top */
1339 965
1340 /* Relink the object below us, if there is one */ 966 /* Relink the object below us, if there is one */
1341 if(op->below) { 967 if (below)
1342 op->below->above=op->above; 968 below->above = above;
1343 } else { 969 else
970 {
1344 /* Nothing below, which means we need to relink map object for this space 971 /* 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 972 * use translated coordinates in case some oddness with map tiling is
1346 * evident 973 * evident
1347 */ 974 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 975 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 976 {
977 char *dump = dump_object (this);
978 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); 979 "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)); 980 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 981 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 982 LOG (llevError, "%s\n", dump);
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 983 free (dump);
1355 } 984 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 985
986 map->at (x, y).bot = above; /* goes on above it. */
987 }
988
989 above = 0;
990 below = 0;
991
1359 if (op->map->in_memory == MAP_SAVING) 992 if (map->in_memory == MAP_SAVING)
1360 return; 993 return;
1361 994
1362 tag = op->count; 995 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 996
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 997 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
998 {
1365 /* No point updating the players look faces if he is the object 999 /* No point updating the players look faces if he is the object
1366 * being removed. 1000 * being removed.
1367 */ 1001 */
1368 1002
1369 if(tmp->type==PLAYER && tmp!=op) { 1003 if (tmp->type == PLAYER && tmp != this)
1004 {
1370 /* If a container that the player is currently using somehow gets 1005 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1006 * removed (most likely destroyed), update the player view
1372 * appropriately. 1007 * appropriately.
1373 */ 1008 */
1374 if (tmp->container==op) { 1009 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1010 {
1376 tmp->container=NULL; 1011 flag [FLAG_APPLIED] = 0;
1377 } 1012 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1013 }
1379 } 1014
1015 if (tmp->contr->ns)
1016 tmp->contr->ns->floorbox_update ();
1017 }
1018
1380 /* See if player moving off should effect something */ 1019 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1020 if (check_walk_off
1021 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1022 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1023 {
1024 move_apply (tmp, this, 0);
1383 1025
1384 move_apply(tmp, op, NULL); 1026 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1027 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 " 1028 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1029
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1030 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1031 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1393 if(tmp->above == tmp) 1032 if (tmp->above == tmp)
1394 tmp->above = NULL; 1033 tmp->above = 0;
1395 last=tmp; 1034
1396 } 1035 last = tmp;
1036 }
1037
1397 /* last == NULL of there are no objects on this space */ 1038 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1039 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1040 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1041 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 1042 else
1408 update_object(last, UP_OBJ_REMOVE); 1043 update_object (last, UP_OBJ_REMOVE);
1409 1044
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1045 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1046 update_all_los (map, x, y);
1412 1047 }
1413} 1048}
1414 1049
1415/* 1050/*
1416 * merge_ob(op,top): 1051 * merge_ob(op,top):
1417 * 1052 *
1418 * This function goes through all objects below and including top, and 1053 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1054 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1055 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1056 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1057 */
1423 1058object *
1424object *merge_ob(object *op, object *top) { 1059merge_ob (object *op, object *top)
1060{
1425 if(!op->nrof) 1061 if (!op->nrof)
1426 return 0; 1062 return 0;
1427 if(top==NULL) 1063
1064 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1065 for (top = op; top && top->above; top = top->above)
1066 ;
1067
1429 for(;top!=NULL;top=top->below) { 1068 for (; top; top = top->below)
1069 {
1430 if(top==op) 1070 if (top == op)
1431 continue; 1071 continue;
1432 if (CAN_MERGE(op,top)) 1072
1433 { 1073 if (object::can_merge (op, top))
1074 {
1434 top->nrof+=op->nrof; 1075 top->nrof += op->nrof;
1076
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1077/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1078 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1079 op->destroy ();
1438 free_object(op);
1439 return top; 1080 return top;
1440 } 1081 }
1441 } 1082 }
1083
1442 return NULL; 1084 return 0;
1443} 1085}
1444 1086
1445/* 1087/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1088 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1089 * job preparing multi-part monsters
1448 */ 1090 */
1091object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1092insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1093{
1451 if (op->head) 1094 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1095 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1096 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1097 tmp->y = y + tmp->arch->clone.y;
1456 } 1098 }
1099
1457 return insert_ob_in_map (op, m, originator, flag); 1100 return insert_ob_in_map (op, m, originator, flag);
1458} 1101}
1459 1102
1460/* 1103/*
1461 * insert_ob_in_map (op, map, originator, flag): 1104 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1105 * This function inserts the object in the two-way linked list
1475 * Return value: 1118 * Return value:
1476 * new object if 'op' was merged with other object 1119 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1120 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1121 * just 'op' otherwise
1479 */ 1122 */
1480 1123object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1124insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1125{
1483 object *tmp, *top, *floor=NULL; 1126 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1127 sint16 x, y;
1485 1128
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1129 if (QUERY_FLAG (op, FLAG_FREED))
1130 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1131 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1132 return NULL;
1133 }
1134
1135 if (!m)
1489 } 1136 {
1490 if(m==NULL) { 1137 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1138 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1139 free (dump);
1140 return op;
1494 } 1141 }
1142
1495 if(out_of_map(m,op->x,op->y)) { 1143 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1144 {
1145 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1146 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1147#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1148 /* 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 1149 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1150 * improperly inserted.
1502 */ 1151 */
1503 abort(); 1152 abort ();
1504#endif 1153#endif
1505 return op; 1154 free (dump);
1155 return op;
1506 } 1156 }
1157
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1158 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1159 {
1160 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1161 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1162 free (dump);
1163 return op;
1164 }
1165
1166 if (op->more)
1511 } 1167 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1168 /* The part may be on a different map. */
1514 1169
1515 object *more = op->more; 1170 object *more = op->more;
1516 1171
1517 /* We really need the caller to normalize coordinates - if 1172 /* We really need the caller to normalise coordinates - if
1518 * we set the map, that doesn't work if the location is within 1173 * 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 1174 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1175 * is clear wrong do we normalise it.
1521 */ 1176 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1177 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); 1178 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1179 else if (!more->map)
1180 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1181 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1182 * more->map should always point to the parent.
1530 */ 1183 */
1531 more->map = m; 1184 more->map = m;
1532 } 1185 }
1533 1186
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1187 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1188 {
1535 if ( ! op->head) 1189 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1190 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL; 1191
1538 } 1192 return 0;
1193 }
1539 } 1194 }
1195
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1196 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1197
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 1198 /* 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 1199 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1200 * need extra work
1549 */ 1201 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1202 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1203 x = op->x;
1552 y = op->y; 1204 y = op->y;
1553 1205
1554 /* this has to be done after we translate the coordinates. 1206 /* this has to be done after we translate the coordinates.
1555 */ 1207 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1208 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1209 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1210 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1211 {
1560 remove_ob(tmp); 1212 op->nrof += tmp->nrof;
1561 free_object(tmp); 1213 tmp->destroy ();
1562 } 1214 }
1563 }
1564 1215
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1216 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1217 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1218
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1219 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1220 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1221
1570 if (flag & INS_BELOW_ORIGINATOR) { 1222 if (flag & INS_BELOW_ORIGINATOR)
1223 {
1571 if (originator->map != op->map || originator->x != op->x || 1224 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1225 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1226 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1227 abort ();
1575 } 1228 }
1229
1576 op->above = originator; 1230 op->above = originator;
1577 op->below = originator->below; 1231 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1232
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1233 if (op->below)
1234 op->below->above = op;
1235 else
1236 op->ms ().bot = op;
1237
1580 /* since *below* originator, no need to update top */ 1238 /* since *below* originator, no need to update top */
1581 originator->below = op; 1239 originator->below = op;
1582 } else { 1240 }
1241 else
1242 {
1583 /* If there are other objects, then */ 1243 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1244 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1585 object *last=NULL; 1245 {
1586 /* 1246 object *last = 0;
1247
1248 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1249 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1250 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1251 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1252 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1253 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1254 * 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 1255 * 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 1256 * 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 1257 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1258 * that flying non pickable objects are spell objects.
1597 */ 1259 */
1260 while (top)
1261 {
1262 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1263 floor = top;
1598 1264
1599 while (top != NULL) { 1265 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 { 1266 {
1606 /* We insert above top, so we want this object below this */ 1267 /* We insert above top, so we want this object below this */
1607 top=top->below; 1268 top = top->below;
1608 break; 1269 break;
1609 } 1270 }
1610 last = top; 1271
1611 top = top->above; 1272 last = top;
1612 } 1273 top = top->above;
1274 }
1275
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1276 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1277 top = last;
1615 1278
1616 /* We let update_position deal with figuring out what the space 1279 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1280 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1281 * makes things faster, and effectively the same result.
1619 */ 1282 */
1620 1283
1621 /* Have object 'fall below' other objects that block view. 1284 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1285 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1286 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1287 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1288 * stacking is a bit odd.
1626 */ 1289 */
1627 if (!(flag & INS_ON_TOP) && 1290 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1291 (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)) { 1292 {
1630 for (last=top; last != floor; last=last->below) 1293 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1294 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1295 break;
1632 /* Check to see if we found the object that blocks view, 1296 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1297 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1298 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1299 * set top to the object below us.
1636 */ 1300 */
1637 if (last && last->below && last != floor) top=last->below; 1301 if (last && last->below && last != floor)
1638 } 1302 top = last->below;
1639 } /* If objects on this space */ 1303 }
1304 } /* If objects on this space */
1305
1640 if (flag & INS_MAP_LOAD) 1306 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1307 top = GET_MAP_TOP (op->map, op->x, op->y);
1308
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1309 if (flag & INS_ABOVE_FLOOR_ONLY)
1310 top = floor;
1643 1311
1644 /* Top is the object that our object (op) is going to get inserted above. 1312 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1313 */
1646 1314
1647 /* First object on this space */ 1315 /* First object on this space */
1648 if (!top) { 1316 if (!top)
1317 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1318 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1319
1651 op->below = NULL; 1320 if (op->above)
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1321 op->above->below = op;
1653 } else { /* get inserted into the stack above top */ 1322
1323 op->below = 0;
1324 op->ms ().bot = op;
1325 }
1326 else
1327 { /* get inserted into the stack above top */
1654 op->above = top->above; 1328 op->above = top->above;
1655 if (op->above) op->above->below = op; 1329
1330 if (op->above)
1331 op->above->below = op;
1332
1656 op->below = top; 1333 op->below = top;
1657 top->above = op; 1334 top->above = op;
1658 } 1335 }
1659 if (op->above==NULL) 1336
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1337 if (!op->above)
1338 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1339 } /* else not INS_BELOW_ORIGINATOR */
1662 1340
1663 if(op->type==PLAYER) 1341 if (op->type == PLAYER)
1342 {
1664 op->contr->do_los=1; 1343 op->contr->do_los = 1;
1344 ++op->map->players;
1345 op->map->touch ();
1346 }
1665 1347
1348 op->map->dirty = true;
1349
1666 /* If we have a floor, we know the player, if any, will be above 1350 /* 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. 1351 * it, so save a few ticks and start from there.
1668 */ 1352 */
1669 if (!(flag & INS_MAP_LOAD)) 1353 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1354 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1355 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1356 pl->contr->ns->floorbox_update ();
1673 }
1674 1357
1675 /* If this object glows, it may affect lighting conditions that are 1358 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1359 * 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 1360 * 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 1361 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1362 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1363 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1364 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1365 * of effect may be sufficient.
1683 */ 1366 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1367 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1368 update_all_los (op->map, op->x, op->y);
1686 1369
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1370 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1371 update_object (op, UP_OBJ_INSERT);
1690 1372
1373 INVOKE_OBJECT (INSERT, op);
1691 1374
1692 /* Don't know if moving this to the end will break anything. However, 1375 /* 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. 1376 * we want to have floorbox_update called before calling this.
1694 * 1377 *
1695 * check_move_on() must be after this because code called from 1378 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1379 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1380 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1381 * update_object().
1699 */ 1382 */
1700 1383
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1384 /* 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) { 1385 if (!(flag & INS_NO_WALK_ON) && !op->head)
1386 {
1704 if (check_move_on(op, originator)) 1387 if (check_move_on (op, originator))
1705 return NULL; 1388 return 0;
1706 1389
1707 /* If we are a multi part object, lets work our way through the check 1390 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1391 * walk on's.
1709 */ 1392 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1393 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1394 if (check_move_on (tmp, originator))
1712 return NULL; 1395 return 0;
1713 } 1396 }
1397
1714 return op; 1398 return op;
1715} 1399}
1716 1400
1717/* this function inserts an object in the map, but if it 1401/* 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. 1402 * 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. 1403 * op is the object to insert it under: supplies x and the map.
1720 */ 1404 */
1405void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1406replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1407{
1723 object *tmp1; 1408 object *tmp, *tmp1;
1724 1409
1725 /* first search for itself and remove any old instances */ 1410 /* first search for itself and remove any old instances */
1726 1411
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1412 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1413 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1414 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1415
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1416 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1417
1736 1418 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1419 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1420 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1421}
1422
1423object *
1424object::insert_at (object *where, object *originator, int flags)
1425{
1426 where->map->insert (this, where->x, where->y, originator, flags);
1427}
1740 1428
1741/* 1429/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1430 * 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 1431 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1432 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1433 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1434 * global static errmsg array.
1747 */ 1435 */
1748 1436object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1437get_split_ob (object *orig_ob, uint32 nr)
1438{
1750 object *newob; 1439 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1440 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1441
1753 if(orig_ob->nrof<nr) { 1442 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 } 1443 {
1444 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1445 return NULL;
1446 }
1447
1758 newob = object_create_clone(orig_ob); 1448 newob = object_create_clone (orig_ob);
1449
1759 if((orig_ob->nrof-=nr)<1) { 1450 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1451 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1452 else if (!is_removed)
1453 {
1765 if(orig_ob->env!=NULL) 1454 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1455 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1456 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1457 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1458 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"); 1459 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1460 return NULL;
1772 } 1461 }
1773 } 1462 }
1463
1774 newob->nrof=nr; 1464 newob->nrof = nr;
1775 1465
1776 return newob; 1466 return newob;
1777} 1467}
1778 1468
1779/* 1469/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1470 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1471 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1472 * is subsequently removed and freed.
1783 * 1473 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1474 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1475 */
1786 1476
1477object *
1787object *decrease_ob_nr (object *op, uint32 i) 1478decrease_ob_nr (object *op, uint32 i)
1788{ 1479{
1789 object *tmp; 1480 object *tmp;
1790 player *pl;
1791 1481
1792 if (i == 0) /* objects with op->nrof require this check */ 1482 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1483 return op;
1794 1484
1795 if (i > op->nrof) 1485 if (i > op->nrof)
1796 i = op->nrof; 1486 i = op->nrof;
1797 1487
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1488 if (QUERY_FLAG (op, FLAG_REMOVED))
1489 op->nrof -= i;
1490 else if (op->env)
1491 {
1492 /* is this object in the players inventory, or sub container
1493 * therein?
1494 */
1495 tmp = op->in_player ();
1496 /* nope. Is this a container the player has opened?
1497 * If so, set tmp to that player.
1498 * IMO, searching through all the players will mostly
1499 * likely be quicker than following op->env to the map,
1500 * and then searching the map for a player.
1501 */
1502 if (!tmp)
1503 for_all_players (pl)
1504 if (pl->ob->container == op->env)
1505 {
1506 tmp = pl->ob;
1507 break;
1508 }
1509
1510 if (i < op->nrof)
1511 {
1512 sub_weight (op->env, op->weight * i);
1513 op->nrof -= i;
1514 if (tmp)
1515 esrv_send_item (tmp, op);
1516 }
1517 else
1518 {
1519 op->remove ();
1520 op->nrof = 0;
1521 if (tmp)
1522 esrv_del_item (tmp->contr, op->count);
1523 }
1799 { 1524 }
1525 else
1526 {
1527 object *above = op->above;
1528
1529 if (i < op->nrof)
1800 op->nrof -= i; 1530 op->nrof -= i;
1801 } 1531 else
1802 else if (op->env != NULL) 1532 {
1803 { 1533 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; 1534 op->nrof = 0;
1535 }
1536
1537 /* Since we just removed op, op->above is null */
1538 for (tmp = above; tmp; tmp = tmp->above)
1539 if (tmp->type == PLAYER)
1540 {
1824 if (tmp) { 1541 if (op->nrof)
1825 esrv_send_item(tmp, op); 1542 esrv_send_item (tmp, op);
1826 } 1543 else
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count); 1544 esrv_del_item (tmp->contr, op->count);
1832 } 1545 }
1833 }
1834 }
1835 else
1836 { 1546 }
1837 object *above = op->above;
1838 1547
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) { 1548 if (op->nrof)
1856 return op; 1549 return op;
1857 } else { 1550 else
1858 free_object (op); 1551 {
1552 op->destroy ();
1859 return NULL; 1553 return 0;
1860 } 1554 }
1861} 1555}
1862 1556
1863/* 1557/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1558 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1559 * and also updates how much the environment(s) is/are carrying.
1866 */ 1560 */
1867 1561
1562void
1868void add_weight (object *op, signed long weight) { 1563add_weight (object *op, signed long weight)
1564{
1869 while (op!=NULL) { 1565 while (op != NULL)
1566 {
1870 if (op->type == CONTAINER) { 1567 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1568 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1569
1873 op->carrying+=weight; 1570 op->carrying += weight;
1874 op=op->env; 1571 op = op->env;
1875 } 1572 }
1876} 1573}
1877 1574
1575object *
1576insert_ob_in_ob (object *op, object *where)
1577{
1578 if (!where)
1579 {
1580 char *dump = dump_object (op);
1581 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1582 free (dump);
1583 return op;
1584 }
1585
1586 if (where->head)
1587 {
1588 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1589 where = where->head;
1590 }
1591
1592 return where->insert (op);
1593}
1594
1878/* 1595/*
1879 * insert_ob_in_ob(op,environment): 1596 * env->insert (op)
1880 * This function inserts the object op in the linked list 1597 * This function inserts the object op in the linked list
1881 * inside the object environment. 1598 * inside the object environment.
1882 * 1599 *
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 1600 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1601 * be != op, if items are merged. -Tero
1890 */ 1602 */
1891 1603
1892object *insert_ob_in_ob(object *op,object *where) { 1604object *
1605object::insert (object *op)
1606{
1893 object *tmp, *otmp; 1607 object *tmp, *otmp;
1894 1608
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1609 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1610 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1611
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) { 1612 if (op->more)
1613 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1614 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1615 return op;
1914 } 1616 }
1617
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1618 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1619 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1620 if (op->nrof)
1621 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1622 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1623 if (object::can_merge (tmp, op))
1624 {
1920 /* return the original object and remove inserted object 1625 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1626 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1627 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1628 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1629 * tmp->nrof, we need to increase the weight.
1925 */ 1630 */
1926 add_weight (where, op->weight*op->nrof); 1631 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1632 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1633 op->destroy (); /* free the inserted object */
1929 op = tmp; 1634 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1635 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1636 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1637 break;
1933 } 1638 }
1934 1639
1935 /* I assume combined objects have no inventory 1640 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1641 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1642 * (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 1643 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1644 * the linking below
1940 */ 1645 */
1941 add_weight (where, op->weight*op->nrof); 1646 add_weight (this, op->weight * op->nrof);
1647 }
1942 } else 1648 else
1943 add_weight (where, (op->weight+op->carrying)); 1649 add_weight (this, (op->weight + op->carrying));
1944 1650
1945 otmp=is_player_inv(where); 1651 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1652 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1653 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1654 otmp->update_stats ();
1949 }
1950 1655
1951 op->map=NULL; 1656 op->map = 0;
1952 op->env=where; 1657 op->env = this;
1953 op->above=NULL; 1658 op->above = 0;
1954 op->below=NULL; 1659 op->below = 0;
1955 op->x=0,op->y=0; 1660 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1661
1958 /* reset the light list and los of the players on the map */ 1662 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1663 if ((op->glow_radius != 0) && map)
1960 { 1664 {
1961#ifdef DEBUG_LIGHTS 1665#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1666 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1667#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1668 if (map->darkness)
1669 update_all_los (map, x, y);
1966 } 1670 }
1967 1671
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1672 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1673 * It sure simplifies this function...
1970 */ 1674 */
1971 if (where->inv==NULL) 1675 if (!inv)
1972 where->inv=op; 1676 inv = op;
1973 else { 1677 else
1678 {
1974 op->below = where->inv; 1679 op->below = inv;
1975 op->below->above = op; 1680 op->below->above = op;
1976 where->inv = op; 1681 inv = op;
1977 } 1682 }
1683
1684 INVOKE_OBJECT (INSERT, this);
1685
1978 return op; 1686 return op;
1979} 1687}
1980 1688
1981/* 1689/*
1982 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1996 * 1704 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * 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 1706 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1707 * on top.
2000 */ 1708 */
2001 1709int
2002int check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
2003{ 1711{
2004 object *tmp; 1712 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1713 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1714 int x = op->x, y = op->y;
1715
2008 MoveType move_on, move_slow, move_block; 1716 MoveType move_on, move_slow, move_block;
2009 1717
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1718 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; 1719 return 0;
1720
1721 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1722 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1723 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1724
1725 /* if nothing on this space will slow op down or be applied,
1726 * no need to do checking below. have to make sure move_type
1727 * is set, as lots of objects don't have it set - we treat that
1728 * as walking.
1729 */
1730 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1731 return 0;
1732
1733 /* This is basically inverse logic of that below - basically,
1734 * if the object can avoid the move on or slow move, they do so,
1735 * but can't do it if the alternate movement they are using is
1736 * blocked. Logic on this seems confusing, but does seem correct.
1737 */
1738 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1739 return 0;
1740
1741 /* The objects have to be checked from top to bottom.
1742 * Hence, we first go to the top:
1743 */
1744
1745 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1746 {
1747 /* Trim the search when we find the first other spell effect
1748 * this helps performance so that if a space has 50 spell objects,
1749 * we don't need to check all of them.
1750 */
1751 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1752 break;
1753 }
1754
1755 for (; tmp; tmp = tmp->below)
1756 {
1757 if (tmp == op)
1758 continue; /* Can't apply yourself */
1759
1760 /* Check to see if one of the movement types should be slowed down.
1761 * Second check makes sure that the movement types not being slowed
1762 * (~slow_move) is not blocked on this space - just because the
1763 * space doesn't slow down swimming (for example), if you can't actually
1764 * swim on that space, can't use it to avoid the penalty.
1765 */
1766 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1767 {
1768 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1769 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1770 {
1771
1772 float
1773 diff = tmp->move_slow_penalty * FABS (op->speed);
1774
1775 if (op->type == PLAYER)
1776 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1777 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1778 diff /= 4.0;
1779
1780 op->speed_left -= diff;
1781 }
1782 }
1783
1784 /* Basically same logic as above, except now for actual apply. */
1785 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1787 {
1788 move_apply (tmp, op, originator);
1789
1790 if (op->destroyed ())
1791 return 1;
1792
1793 /* what the person/creature stepped onto has moved the object
1794 * someplace new. Don't process any further - if we did,
1795 * have a feeling strange problems would result.
1796 */
1797 if (op->map != m || op->x != x || op->y != y)
1798 return 0;
1799 }
1800 }
1801
1802 return 0;
2091} 1803}
2092 1804
2093/* 1805/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1806 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1807 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1808 * The first matching object is returned, or NULL if none.
2097 */ 1809 */
2098 1810object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1811present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1812{
2101 if(m==NULL || out_of_map(m,x,y)) { 1813 if (!m || out_of_map (m, x, y))
1814 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1815 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1816 return NULL;
2104 } 1817 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1818
1819 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2106 if(tmp->arch == at) 1820 if (tmp->arch == at)
2107 return tmp; 1821 return tmp;
1822
2108 return NULL; 1823 return NULL;
2109} 1824}
2110 1825
2111/* 1826/*
2112 * present(type, map, x, y) searches for any objects with 1827 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1828 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1829 * The first matching object is returned, or NULL if none.
2115 */ 1830 */
2116 1831object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1832present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1833{
2119 if(out_of_map(m,x,y)) { 1834 if (out_of_map (m, x, y))
1835 {
2120 LOG(llevError,"Present called outside map.\n"); 1836 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1837 return NULL;
2122 } 1838 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1839
1840 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1841 if (tmp->type == type)
2125 return tmp; 1842 return tmp;
1843
2126 return NULL; 1844 return NULL;
2127} 1845}
2128 1846
2129/* 1847/*
2130 * present_in_ob(type, object) searches for any objects with 1848 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1849 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1850 * The first matching object is returned, or NULL if none.
2133 */ 1851 */
2134 1852object *
2135object *present_in_ob(unsigned char type, const object *op) { 1853present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1854{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1855 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1856 if (tmp->type == type)
2139 return tmp; 1857 return tmp;
1858
2140 return NULL; 1859 return NULL;
2141} 1860}
2142 1861
2143/* 1862/*
2144 * present_in_ob (type, str, object) searches for any objects with 1863 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1871 * 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 1872 * 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 1873 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1874 * to be unique.
2156 */ 1875 */
2157 1876object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1877present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1878{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1879 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1880 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1881 return tmp;
2164 } 1882
2165 return NULL; 1883 return 0;
2166} 1884}
2167 1885
2168/* 1886/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1887 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1888 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1889 * The first matching object is returned, or NULL if none.
2172 */ 1890 */
2173 1891object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1892present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1893{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1894 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1895 if (tmp->arch == at)
2178 return tmp; 1896 return tmp;
1897
2179 return NULL; 1898 return NULL;
2180} 1899}
2181 1900
2182/* 1901/*
2183 * activate recursively a flag on an object inventory 1902 * activate recursively a flag on an object inventory
2184 */ 1903 */
1904void
2185void flag_inv(object*op, int flag){ 1905flag_inv (object *op, int flag)
2186 object *tmp; 1906{
2187 if(op->inv) 1907 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1908 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1909 {
2189 SET_FLAG(tmp, flag); 1910 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1911 flag_inv (tmp, flag);
2191 } 1912 }
1913}
1914
2192}/* 1915/*
2193 * desactivate recursively a flag on an object inventory 1916 * deactivate recursively a flag on an object inventory
2194 */ 1917 */
1918void
2195void unflag_inv(object*op, int flag){ 1919unflag_inv (object *op, int flag)
2196 object *tmp; 1920{
2197 if(op->inv) 1921 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1922 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 {
2199 CLEAR_FLAG(tmp, flag); 1924 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1925 unflag_inv (tmp, flag);
2201 } 1926 }
2202} 1927}
2203 1928
2204/* 1929/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1930 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1931 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1932 * 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. 1933 * him/her-self and all object carried by a call to this function.
2209 */ 1934 */
2210 1935void
2211void set_cheat(object *op) { 1936set_cheat (object *op)
1937{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1938 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1939 flag_inv (op, FLAG_WAS_WIZ);
2214} 1940}
2215 1941
2216/* 1942/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1943 * 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 1944 * 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 1958 * 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 1959 * 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 1960 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1961 * customized, changed states, etc.
2236 */ 1962 */
2237 1963int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1964find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1965{
2239 int i,index=0, flag; 1966 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 1967 int altern[SIZEOFFREE];
2241 1968
2242 for(i=start;i<stop;i++) { 1969 for (int i = start; i < stop; i++)
1970 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1971 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 1972 if (!flag)
2245 altern[index++]=i; 1973 altern [index++] = i;
2246 1974
2247 /* Basically, if we find a wall on a space, we cut down the search size. 1975 /* 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. 1976 * 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 - 1977 * 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 1978 * 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 1979 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 1980 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 1981 * won't look 2 spaces south of the target space.
2254 */ 1982 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1983 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 1984 stop = maxfree[i];
2257 } 1985 }
2258 if(!index) return -1; 1986
1987 if (!index)
1988 return -1;
1989
2259 return altern[RANDOM()%index]; 1990 return altern[RANDOM () % index];
2260} 1991}
2261 1992
2262/* 1993/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 1994 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 1995 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 1996 * 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. 1997 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 1998 */
2268 1999int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2000find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2001{
2271 for(i=0;i<SIZEOFFREE;i++) { 2002 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2003 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2004 return i;
2274 } 2005
2275 return -1; 2006 return -1;
2276} 2007}
2277 2008
2278/* 2009/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2010 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2011 * arr[begin..end-1].
2012 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2013 */
2014static void
2282static void permute(int *arr, int begin, int end) 2015permute (int *arr, int begin, int end)
2283{ 2016{
2284 int i, j, tmp, len; 2017 arr += begin;
2018 end -= begin;
2285 2019
2286 len = end-begin; 2020 while (--end)
2287 for(i = begin; i < end; i++) 2021 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} 2022}
2296 2023
2297/* new function to make monster searching more efficient, and effective! 2024/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2025 * 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 2026 * 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 2027 * 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 2028 * 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. 2029 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2030 */
2031void
2304void get_search_arr(int *search_arr) 2032get_search_arr (int *search_arr)
2305{ 2033{
2306 int i; 2034 int i;
2307 2035
2308 for(i = 0; i < SIZEOFFREE; i++) 2036 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2037 search_arr[i] = i;
2311 }
2312 2038
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2039 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2040 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2041 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2042}
2317 2043
2318/* 2044/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2045 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2046 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2051 * 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 2052 * 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 2053 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2054 * there is capable of.
2329 */ 2055 */
2330 2056int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2057find_dir (maptile *m, int x, int y, object *exclude)
2058{
2332 int i,max=SIZEOFFREE, mflags; 2059 int i, max = SIZEOFFREE, mflags;
2060
2333 sint16 nx, ny; 2061 sint16 nx, ny;
2334 object *tmp; 2062 object *tmp;
2335 mapstruct *mp; 2063 maptile *mp;
2064
2336 MoveType blocked, move_type; 2065 MoveType blocked, move_type;
2337 2066
2338 if (exclude && exclude->head) { 2067 if (exclude && exclude->head)
2068 {
2339 exclude = exclude->head; 2069 exclude = exclude->head;
2340 move_type = exclude->move_type; 2070 move_type = exclude->move_type;
2341 } else { 2071 }
2072 else
2073 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2074 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2075 move_type = MOVE_ALL;
2076 }
2077
2078 for (i = 1; i < max; i++)
2344 } 2079 {
2345 2080 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2081 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2082 ny = y + freearr_y[i];
2350 2083
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2084 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2085
2352 if (mflags & P_OUT_OF_MAP) { 2086 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2087 max = maxfree[i];
2354 } else { 2088 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2089 {
2090 mapspace &ms = mp->at (nx, ny);
2356 2091
2092 blocked = ms.move_block;
2093
2357 if ((move_type & blocked) == move_type) { 2094 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2095 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2096 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2097 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2098 for (tmp = ms.bot; tmp; tmp = tmp->above)
2099 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2100 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2101 break;
2364 } 2102
2365 } 2103 if (tmp)
2366 if(tmp) {
2367 return freedir[i]; 2104 return freedir[i];
2368 } 2105 }
2106 }
2369 } 2107 }
2370 } 2108
2371 }
2372 return 0; 2109 return 0;
2373} 2110}
2374 2111
2375/* 2112/*
2376 * distance(object 1, object 2) will return the square of the 2113 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2114 * distance between the two given objects.
2378 */ 2115 */
2379 2116int
2380int distance(const object *ob1, const object *ob2) { 2117distance (const object *ob1, const object *ob2)
2381 int i; 2118{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2119 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} 2120}
2386 2121
2387/* 2122/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2123 * 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 2124 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2125 * object, needs to travel toward it.
2391 */ 2126 */
2392 2127int
2393int find_dir_2(int x, int y) { 2128find_dir_2 (int x, int y)
2129{
2394 int q; 2130 int q;
2395 2131
2396 if(y) 2132 if (y)
2397 q=x*100/y; 2133 q = x * 100 / y;
2398 else if (x) 2134 else if (x)
2399 q= -300*x; 2135 q = -300 * x;
2400 else 2136 else
2401 return 0; 2137 return 0;
2402 2138
2403 if(y>0) { 2139 if (y > 0)
2140 {
2404 if(q < -242) 2141 if (q < -242)
2405 return 3 ; 2142 return 3;
2406 if (q < -41) 2143 if (q < -41)
2407 return 2 ; 2144 return 2;
2408 if (q < 41) 2145 if (q < 41)
2409 return 1 ; 2146 return 1;
2410 if (q < 242) 2147 if (q < 242)
2411 return 8 ; 2148 return 8;
2412 return 7 ; 2149 return 7;
2413 } 2150 }
2414 2151
2415 if (q < -242) 2152 if (q < -242)
2416 return 7 ; 2153 return 7;
2417 if (q < -41) 2154 if (q < -41)
2418 return 6 ; 2155 return 6;
2419 if (q < 41) 2156 if (q < 41)
2420 return 5 ; 2157 return 5;
2421 if (q < 242) 2158 if (q < 242)
2422 return 4 ; 2159 return 4;
2423 2160
2424 return 3 ; 2161 return 3;
2425} 2162}
2426 2163
2427/* 2164/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2165 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2166 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2167 * "overflow" in previous calculations of a direction).
2431 */ 2168 */
2432 2169
2170int
2433int absdir(int d) { 2171absdir (int d)
2434 while(d<1) d+=8; 2172{
2435 while(d>8) d-=8; 2173 while (d < 1)
2174 d += 8;
2175
2176 while (d > 8)
2177 d -= 8;
2178
2436 return d; 2179 return d;
2437} 2180}
2438 2181
2439/* 2182/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2183 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2184 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2185 */
2443 2186
2187int
2444int dirdiff(int dir1, int dir2) { 2188dirdiff (int dir1, int dir2)
2189{
2445 int d; 2190 int d;
2191
2446 d = abs(dir1 - dir2); 2192 d = abs (dir1 - dir2);
2447 if(d>4) 2193 if (d > 4)
2448 d = 8 - d; 2194 d = 8 - d;
2195
2449 return d; 2196 return d;
2450} 2197}
2451 2198
2452/* peterm: 2199/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2200 * 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 2203 * 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. 2204 * 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 2205 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2206 * functions.
2460 */ 2207 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2208int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2209 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2210 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2211 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2212 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2213 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2214 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2215 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2216 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2217 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2218 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2219 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2220 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2221 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2222 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2223 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2224 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2225 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2226 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2227 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2228 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2229 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2230 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2231 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2232 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2233 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2234 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2235 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2236 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2237 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2238 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2239 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2240 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2241 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2242 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2243 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2244 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2245 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2246 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2247 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2248 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2249 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2250 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2251 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2252 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2253 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2254 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2255 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2256 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2257 {24, 9, -1}
2258}; /* 48 */
2512 2259
2513/* Recursive routine to step back and see if we can 2260/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2261 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2262 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2263 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2264 * Modified to be map tile aware -.MSW
2518 */ 2265 */
2519 2266int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2267can_see_monsterP (maptile *m, int x, int y, int dir)
2268{
2522 sint16 dx, dy; 2269 sint16 dx, dy;
2523 int mflags; 2270 int mflags;
2524 2271
2272 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2273 return 0; /* exit condition: invalid direction */
2526 2274
2527 dx = x + freearr_x[dir]; 2275 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2276 dy = y + freearr_y[dir];
2529 2277
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2278 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2279
2532 /* This functional arguably was incorrect before - it was 2280 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2281 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2282 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2283 * 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 2284 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2285 * at least its move type.
2538 */ 2286 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2287 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2288 return 0;
2540 2289
2541 /* yes, can see. */ 2290 /* yes, can see. */
2542 if(dir < 9) return 1; 2291 if (dir < 9)
2292 return 1;
2293
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2294 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2295 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2297}
2547 2298
2548
2549
2550/* 2299/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2300 * 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 2301 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2302 * picked up, otherwise 0.
2554 * 2303 *
2556 * core dumps if they do. 2305 * core dumps if they do.
2557 * 2306 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2307 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2308 */
2560 2309
2310int
2561int can_pick(const object *who, const object *item) { 2311can_pick (const object *who, const object *item)
2312{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2313 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2314 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2315 !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} 2316}
2567
2568 2317
2569/* 2318/*
2570 * create clone from object to another 2319 * create clone from object to another
2571 */ 2320 */
2321object *
2572object *object_create_clone (object *asrc) { 2322object_create_clone (object *asrc)
2323{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2324 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2325
2575 if(!asrc) return NULL; 2326 if (!asrc)
2327 return 0;
2328
2576 src = asrc; 2329 src = asrc;
2577 if(src->head) 2330 if (src->head)
2578 src = src->head; 2331 src = src->head;
2579 2332
2580 prev = NULL; 2333 prev = 0;
2581 for(part = src; part; part = part->more) { 2334 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2335 {
2583 copy_object(part,tmp); 2336 tmp = part->clone ();
2584 tmp->x -= src->x; 2337 tmp->x -= src->x;
2585 tmp->y -= src->y; 2338 tmp->y -= src->y;
2339
2586 if(!part->head) { 2340 if (!part->head)
2341 {
2587 dst = tmp; 2342 dst = tmp;
2588 tmp->head = NULL; 2343 tmp->head = 0;
2344 }
2589 } else { 2345 else
2590 tmp->head = dst; 2346 tmp->head = dst;
2591 } 2347
2592 tmp->more = NULL; 2348 tmp->more = 0;
2349
2593 if(prev) 2350 if (prev)
2594 prev->more = tmp; 2351 prev->more = tmp;
2352
2595 prev = tmp; 2353 prev = tmp;
2596 } 2354 }
2597 /*** copy inventory ***/ 2355
2598 for(item = src->inv; item; item = item->below) { 2356 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2357 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2358
2602 return dst; 2359 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} 2360}
2612 2361
2613/* GROS - Creates an object using a string representing its content. */ 2362/* 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 */ 2363/* 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, */ 2364/* 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. */ 2365/* 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. */ 2366/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2367/* Also remember that multiparts objects are not supported for now. */
2619 2368object *
2620object* load_object_str(const char *obstr) 2369load_object_str (const char *obstr)
2621{ 2370{
2622 object *op; 2371 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2372 char filename[MAX_BUF];
2373
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2374 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2375
2626 tempfile=fopen(filename,"w"); 2376 FILE *tempfile = fopen (filename, "w");
2377
2627 if (tempfile == NULL) 2378 if (tempfile == NULL)
2628 { 2379 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2380 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2381 return NULL;
2631 }; 2382 }
2383
2632 fprintf(tempfile,obstr); 2384 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2385 fclose (tempfile);
2634 2386
2635 op=get_object(); 2387 op = object::create ();
2636 2388
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); 2389 object_thawer thawer (filename);
2390
2391 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2392 load_object (thawer, op, 0);
2393
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2394 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2395 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2396
2648 return op; 2397 return op;
2649} 2398}
2650 2399
2651/* This returns the first object in who's inventory that 2400/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2401 * has the same type and subtype match.
2653 * returns NULL if no match. 2402 * returns NULL if no match.
2654 */ 2403 */
2404object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2405find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2406{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2407 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2408 if (tmp->type == type && tmp->subtype == subtype)
2409 return tmp;
2661 2410
2662 return NULL; 2411 return 0;
2663} 2412}
2664 2413
2665/* If ob has a field named key, return the link from the list, 2414/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2415 * otherwise return NULL.
2667 * 2416 *
2668 * key must be a passed in shared string - otherwise, this won't 2417 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2418 * do the desired thing.
2670 */ 2419 */
2420key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2421get_ob_key_link (const object *ob, const char *key)
2672 key_value * link; 2422{
2673
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2423 for (key_value *link = ob->key_values; link; link = link->next)
2675 if (link->key == key) { 2424 if (link->key == key)
2676 return link; 2425 return link;
2677 } 2426
2678 } 2427 return 0;
2679 2428}
2680 return NULL;
2681}
2682 2429
2683/* 2430/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2431 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2432 *
2686 * The argument doesn't need to be a shared string. 2433 * The argument doesn't need to be a shared string.
2687 * 2434 *
2688 * The returned string is shared. 2435 * The returned string is shared.
2689 */ 2436 */
2437const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2438get_ob_key_value (const object *op, const char *const key)
2439{
2691 key_value * link; 2440 key_value *link;
2692 const char * canonical_key; 2441 shstr_cmp canonical_key (key);
2442
2443 if (!canonical_key)
2693 2444 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2445 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2446 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2447 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2448 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2449 */
2702 return NULL; 2450 return 0;
2703 } 2451 }
2704 2452
2705 /* This is copied from get_ob_key_link() above - 2453 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2454 * only 4 lines, and saves the function call overhead.
2707 */ 2455 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2456 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2457 if (link->key == canonical_key)
2710 return link->value; 2458 return link->value;
2711 } 2459
2712 } 2460 return 0;
2713 return NULL;
2714} 2461}
2715 2462
2716 2463
2717/* 2464/*
2718 * Updates the canonical_key in op to value. 2465 * 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 2469 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2470 * keys.
2724 * 2471 *
2725 * Returns TRUE on success. 2472 * Returns TRUE on success.
2726 */ 2473 */
2474int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2475set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2476{
2728 key_value * field = NULL, *last=NULL; 2477 key_value *field = NULL, *last = NULL;
2729 2478
2730 for (field=op->key_values; field != NULL; field=field->next) { 2479 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2480 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2481 if (field->key != canonical_key)
2737 if (value) 2482 {
2738 field->value = add_string(value); 2483 last = field;
2739 else { 2484 continue;
2485 }
2486
2487 if (value)
2488 field->value = value;
2489 else
2490 {
2740 /* Basically, if the archetype has this key set, 2491 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2492 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2493 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2494 * we get this value back again.
2744 */ 2495 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2496 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2497 field->value = 0;
2747 else { 2498 else
2748 /* Delete this link */ 2499 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2500 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2501 last->next = field->next;
2751 if (last) last->next = field->next; 2502 else
2752 else op->key_values = field->next; 2503 op->key_values = field->next;
2753 free(field); 2504
2754 } 2505 delete field;
2755 } 2506 }
2507 }
2756 return TRUE; 2508 return TRUE;
2757 } 2509 }
2758 /* IF we get here, key doesn't exist */ 2510 /* IF we get here, key doesn't exist */
2759 2511
2760 /* No field, we'll have to add it. */ 2512 /* No field, we'll have to add it. */
2761 2513
2762 if (!add_key) { 2514 if (!add_key)
2763 return FALSE; 2515 return FALSE;
2764 } 2516
2765 /* There isn't any good reason to store a null 2517 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2518 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2519 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2520 * be here. If user wants to store empty strings,
2769 * should pass in "" 2521 * should pass in ""
2770 */ 2522 */
2771 if (value == NULL) return TRUE; 2523 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; 2524 return TRUE;
2525
2526 field = new key_value;
2527
2528 field->key = canonical_key;
2529 field->value = value;
2530 /* Usual prepend-addition. */
2531 field->next = op->key_values;
2532 op->key_values = field;
2533
2534 return TRUE;
2782} 2535}
2783 2536
2784/* 2537/*
2785 * Updates the key in op to value. 2538 * Updates the key in op to value.
2786 * 2539 *
2788 * and not add new ones. 2541 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2542 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2543 *
2791 * Returns TRUE on success. 2544 * Returns TRUE on success.
2792 */ 2545 */
2546int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2547set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2548{
2795 int floating_ref = FALSE; 2549 shstr key_ (key);
2796 int ret; 2550
2551 return set_ob_key_value_s (op, key_, value, add_key);
2552}
2553
2554object::depth_iterator::depth_iterator (object *container)
2555: iterator_base (container)
2556{
2557 while (item->inv)
2558 item = item->inv;
2559}
2560
2561void
2562object::depth_iterator::next ()
2563{
2564 if (item->below)
2797 2565 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2566 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2567
2800 */ 2568 while (item->inv)
2569 item = item->inv;
2801 2570 }
2802 canonical_key = find_string(key); 2571 else
2803 if (canonical_key == NULL) { 2572 item = item->env;
2804 canonical_key = add_string(key); 2573}
2805 floating_ref = TRUE; 2574
2806 } 2575
2576const char *
2577object::flag_desc (char *desc, int len) const
2578{
2579 char *p = desc;
2580 bool first = true;
2581
2582 *p = 0;
2583
2584 for (int i = 0; i < NUM_FLAGS; i++)
2807 2585 {
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2586 if (len <= 10) // magic constant!
2587 {
2588 snprintf (p, len, ",...");
2589 break;
2590 }
2591
2592 if (flag [i])
2593 {
2594 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2595 len -= cnt;
2596 p += cnt;
2597 first = false;
2598 }
2809 2599 }
2810 if (floating_ref) { 2600
2811 free_string(canonical_key);
2812 }
2813
2814 return ret; 2601 return desc;
2815} 2602}
2603
2604// return a suitable string describing an object in enough detail to find it
2605const char *
2606object::debug_desc (char *info) const
2607{
2608 char flagdesc[512];
2609 char info2[256 * 4];
2610 char *p = info;
2611
2612 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2613 count, uuid.seq,
2614 &name,
2615 title ? "\",title:" : "",
2616 title ? (const char *)title : "",
2617 flag_desc (flagdesc, 512), type);
2618
2619 if (env)
2620 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2621
2622 if (map)
2623 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2624
2625 return info;
2626}
2627
2628const char *
2629object::debug_desc () const
2630{
2631 static char info[256 * 4];
2632 return debug_desc (info);
2633}
2634

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