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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 1.110 by root, Sun Jan 7 23:12:03 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->flag [FLAG_DESTROY_ON_DEATH])
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 791 op->destroy ();
1119 } 792 else
1120 op=tmp; 793 map->insert (op, x, y);
794 }
1121 } 795 }
1122 } 796}
797
798object *object::create ()
799{
800 object *op = new object;
801 op->link ();
802 return op;
803}
804
805void
806object::do_destroy ()
807{
808 if (flag [FLAG_IS_LINKED])
809 remove_button_link (this);
810
811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
813
814 if (!flag [FLAG_REMOVED])
815 remove ();
816
817 if (flag [FLAG_FREED])
818 return;
819
820 set_speed (0);
821
822 flag [FLAG_FREED] = 1;
823
824 attachable::do_destroy ();
825
826 destroy_inv (true);
827 unlink ();
828
829 // hack to ensure that freed objects still have a valid map
830 {
831 static maptile *freed_map; // freed objects are moved here to avoid crashes
832
833 if (!freed_map)
834 {
835 freed_map = new maptile;
836
837 freed_map->name = "/internal/freed_objects_map";
838 freed_map->width = 3;
839 freed_map->height = 3;
840
841 freed_map->alloc ();
842 freed_map->in_memory = MAP_IN_MEMORY;
1123 } 843 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127 844
1128 SET_FLAG(ob, FLAG_FREED); 845 map = freed_map;
1129 ob->count = 0; 846 x = 1;
1130 847 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 848 }
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 849
850 head = 0;
851
852 if (more)
1153 853 {
1154 /* Why aren't events freed? */ 854 more->destroy ();
1155 free_key_values(ob); 855 more = 0;
856 }
1156 857
1157#if 0 /* MEMORY_DEBUG*/ 858 // 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 859 owner = 0;
1159 * presumes the freed_object will stick around for at least a little 860 enemy = 0;
1160 * bit 861 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} 862}
1180 863
1181/* 864void
1182 * count_free() returns the number of objects on the list of free objects. 865object::destroy (bool destroy_inventory)
1183 */ 866{
1184 867 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; 868 return;
1191}
1192 869
1193/* 870 if (destroy_inventory)
1194 * count_used() returns the number of objects on the list of used objects. 871 destroy_inv (false);
1195 */
1196 872
1197int count_used(void) { 873 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} 874}
1216 875
1217/* 876/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 877 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 878 * weight of an object (and what is carried by it's environment(s)).
1220 */ 879 */
1221 880void
1222void sub_weight (object *op, signed long weight) { 881sub_weight (object *op, signed long weight)
882{
1223 while (op != NULL) { 883 while (op != NULL)
884 {
1224 if (op->type == CONTAINER) { 885 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 886 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 887
1227 op->carrying-=weight; 888 op->carrying -= weight;
1228 op = op->env; 889 op = op->env;
1229 } 890 }
1230} 891}
1231 892
1232/* remove_ob(op): 893/* op->remove ():
1233 * This function removes the object op from the linked list of objects 894 * 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 895 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 896 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 897 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 898 * the previous environment.
1238 * Beware: This function is called from the editor as well! 899 * Beware: This function is called from the editor as well!
1239 */ 900 */
1240 901void
1241void remove_ob(object *op) { 902object::remove ()
903{
1242 object *tmp,*last=NULL; 904 object *tmp, *last = 0;
1243 object *otmp; 905 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 906
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 907 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 908 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 909
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); 910 SET_FLAG (this, FLAG_REMOVED);
911 INVOKE_OBJECT (REMOVE, this);
1270 912
913 if (more)
914 more->remove ();
915
1271 /* 916 /*
1272 * In this case, the object to be removed is in someones 917 * In this case, the object to be removed is in someones
1273 * inventory. 918 * inventory.
1274 */ 919 */
1275 if(op->env!=NULL) { 920 if (env)
1276 if(op->nrof) 921 {
922 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 923 sub_weight (env, weight * nrof);
1278 else 924 else
1279 sub_weight(op->env, op->weight+op->carrying); 925 sub_weight (env, weight + carrying);
1280 926
1281 /* NO_FIX_PLAYER is set when a great many changes are being 927 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 928 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 929 * to save cpu time.
1284 */ 930 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 931 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 932 otmp->update_stats ();
1287 fix_player(otmp);
1288 933
1289 if(op->above!=NULL) 934 if (above)
1290 op->above->below=op->below; 935 above->below = below;
1291 else 936 else
1292 op->env->inv=op->below; 937 env->inv = below;
1293 938
1294 if(op->below!=NULL) 939 if (below)
1295 op->below->above=op->above; 940 below->above = above;
1296 941
1297 /* we set up values so that it could be inserted into 942 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 943 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 944 * 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 */ 945 */
946 x = env->x, y = env->y;
947 map = env->map;
948 above = 0, below = 0;
949 env = 0;
950 }
951 else if (map)
952 {
953 if (type == PLAYER)
954 {
955 --map->players;
956 map->touch ();
957 }
1333 958
959 map->dirty = true;
960
1334 /* link the object above us */ 961 /* link the object above us */
1335 if (op->above) 962 if (above)
1336 op->above->below=op->below; 963 above->below = below;
1337 else 964 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 965 map->at (x, y).top = below; /* we were top, set new top */
1339 966
1340 /* Relink the object below us, if there is one */ 967 /* Relink the object below us, if there is one */
1341 if(op->below) { 968 if (below)
1342 op->below->above=op->above; 969 below->above = above;
1343 } else { 970 else
971 {
1344 /* Nothing below, which means we need to relink map object for this space 972 /* 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 973 * use translated coordinates in case some oddness with map tiling is
1346 * evident 974 * evident
1347 */ 975 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 976 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 977 {
978 char *dump = dump_object (this);
979 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); 980 "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)); 981 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 982 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 983 LOG (llevError, "%s\n", dump);
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 984 free (dump);
1355 } 985 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 986
987 map->at (x, y).bot = above; /* goes on above it. */
988 }
989
990 above = 0;
991 below = 0;
992
1359 if (op->map->in_memory == MAP_SAVING) 993 if (map->in_memory == MAP_SAVING)
1360 return; 994 return;
1361 995
1362 tag = op->count; 996 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 997
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 998 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
999 {
1365 /* No point updating the players look faces if he is the object 1000 /* No point updating the players look faces if he is the object
1366 * being removed. 1001 * being removed.
1367 */ 1002 */
1368 1003
1369 if(tmp->type==PLAYER && tmp!=op) { 1004 if (tmp->type == PLAYER && tmp != this)
1005 {
1370 /* If a container that the player is currently using somehow gets 1006 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1007 * removed (most likely destroyed), update the player view
1372 * appropriately. 1008 * appropriately.
1373 */ 1009 */
1374 if (tmp->container==op) { 1010 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1011 {
1376 tmp->container=NULL; 1012 flag [FLAG_APPLIED] = 0;
1377 } 1013 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1014 }
1379 } 1015
1016 if (tmp->contr->ns)
1017 tmp->contr->ns->floorbox_update ();
1018 }
1019
1380 /* See if player moving off should effect something */ 1020 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1021 if (check_walk_off
1022 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1023 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1024 {
1025 move_apply (tmp, this, 0);
1383 1026
1384 move_apply(tmp, op, NULL); 1027 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1028 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 " 1029 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1030
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1031 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1032 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1393 if(tmp->above == tmp) 1033 if (tmp->above == tmp)
1394 tmp->above = NULL; 1034 tmp->above = 0;
1395 last=tmp; 1035
1396 } 1036 last = tmp;
1037 }
1038
1397 /* last == NULL of there are no objects on this space */ 1039 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1040 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1041 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1042 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 1043 else
1408 update_object(last, UP_OBJ_REMOVE); 1044 update_object (last, UP_OBJ_REMOVE);
1409 1045
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1046 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1047 update_all_los (map, x, y);
1412 1048 }
1413} 1049}
1414 1050
1415/* 1051/*
1416 * merge_ob(op,top): 1052 * merge_ob(op,top):
1417 * 1053 *
1418 * This function goes through all objects below and including top, and 1054 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1055 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1056 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1057 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1058 */
1423 1059object *
1424object *merge_ob(object *op, object *top) { 1060merge_ob (object *op, object *top)
1061{
1425 if(!op->nrof) 1062 if (!op->nrof)
1426 return 0; 1063 return 0;
1427 if(top==NULL) 1064
1065 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1066 for (top = op; top && top->above; top = top->above)
1067 ;
1068
1429 for(;top!=NULL;top=top->below) { 1069 for (; top; top = top->below)
1070 {
1430 if(top==op) 1071 if (top == op)
1431 continue; 1072 continue;
1432 if (CAN_MERGE(op,top)) 1073
1433 { 1074 if (object::can_merge (op, top))
1075 {
1434 top->nrof+=op->nrof; 1076 top->nrof += op->nrof;
1077
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1078/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1079 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1080 op->destroy ();
1438 free_object(op);
1439 return top; 1081 return top;
1440 } 1082 }
1441 } 1083 }
1084
1442 return NULL; 1085 return 0;
1443} 1086}
1444 1087
1445/* 1088/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1089 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1090 * job preparing multi-part monsters
1448 */ 1091 */
1092object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1093insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1094{
1451 if (op->head) 1095 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1096 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1097 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1098 tmp->y = y + tmp->arch->clone.y;
1456 } 1099 }
1100
1457 return insert_ob_in_map (op, m, originator, flag); 1101 return insert_ob_in_map (op, m, originator, flag);
1458} 1102}
1459 1103
1460/* 1104/*
1461 * insert_ob_in_map (op, map, originator, flag): 1105 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1106 * This function inserts the object in the two-way linked list
1475 * Return value: 1119 * Return value:
1476 * new object if 'op' was merged with other object 1120 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1121 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1122 * just 'op' otherwise
1479 */ 1123 */
1480 1124object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1125insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1126{
1483 object *tmp, *top, *floor=NULL; 1127 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1128 sint16 x, y;
1485 1129
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1130 if (QUERY_FLAG (op, FLAG_FREED))
1131 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1132 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1133 return NULL;
1134 }
1135
1136 if (!m)
1489 } 1137 {
1490 if(m==NULL) { 1138 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1139 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1140 free (dump);
1141 return op;
1494 } 1142 }
1143
1495 if(out_of_map(m,op->x,op->y)) { 1144 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1145 {
1146 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1147 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1148#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1149 /* 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 1150 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1151 * improperly inserted.
1502 */ 1152 */
1503 abort(); 1153 abort ();
1504#endif 1154#endif
1505 return op; 1155 free (dump);
1156 return op;
1506 } 1157 }
1158
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1159 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1160 {
1161 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1162 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1163 free (dump);
1164 return op;
1165 }
1166
1167 if (op->more)
1511 } 1168 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1169 /* The part may be on a different map. */
1514 1170
1515 object *more = op->more; 1171 object *more = op->more;
1516 1172
1517 /* We really need the caller to normalize coordinates - if 1173 /* We really need the caller to normalise coordinates - if
1518 * we set the map, that doesn't work if the location is within 1174 * 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 1175 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1176 * is clear wrong do we normalise it.
1521 */ 1177 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1178 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); 1179 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1180 else if (!more->map)
1181 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1182 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1183 * more->map should always point to the parent.
1530 */ 1184 */
1531 more->map = m; 1185 more->map = m;
1532 } 1186 }
1533 1187
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1188 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1189 {
1535 if ( ! op->head) 1190 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1191 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL; 1192
1538 } 1193 return 0;
1194 }
1539 } 1195 }
1196
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1197 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1198
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 1199 /* 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 1200 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1201 * need extra work
1549 */ 1202 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1203 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1204 x = op->x;
1552 y = op->y; 1205 y = op->y;
1553 1206
1554 /* this has to be done after we translate the coordinates. 1207 /* this has to be done after we translate the coordinates.
1555 */ 1208 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1209 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1210 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1211 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1212 {
1560 remove_ob(tmp); 1213 op->nrof += tmp->nrof;
1561 free_object(tmp); 1214 tmp->destroy ();
1562 } 1215 }
1563 }
1564 1216
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1217 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1218 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1219
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1220 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1221 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1222
1570 if (flag & INS_BELOW_ORIGINATOR) { 1223 if (flag & INS_BELOW_ORIGINATOR)
1224 {
1571 if (originator->map != op->map || originator->x != op->x || 1225 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1226 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1227 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1228 abort ();
1575 } 1229 }
1230
1576 op->above = originator; 1231 op->above = originator;
1577 op->below = originator->below; 1232 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1233
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1234 if (op->below)
1235 op->below->above = op;
1236 else
1237 op->ms ().bot = op;
1238
1580 /* since *below* originator, no need to update top */ 1239 /* since *below* originator, no need to update top */
1581 originator->below = op; 1240 originator->below = op;
1582 } else { 1241 }
1242 else
1243 {
1583 /* If there are other objects, then */ 1244 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1245 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1585 object *last=NULL; 1246 {
1586 /* 1247 object *last = 0;
1248
1249 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1250 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1251 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1252 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1253 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1254 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1255 * 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 1256 * 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 1257 * 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 1258 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1259 * that flying non pickable objects are spell objects.
1597 */ 1260 */
1261 while (top)
1262 {
1263 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1264 floor = top;
1598 1265
1599 while (top != NULL) { 1266 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 { 1267 {
1606 /* We insert above top, so we want this object below this */ 1268 /* We insert above top, so we want this object below this */
1607 top=top->below; 1269 top = top->below;
1608 break; 1270 break;
1609 } 1271 }
1610 last = top; 1272
1611 top = top->above; 1273 last = top;
1612 } 1274 top = top->above;
1275 }
1276
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1277 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1278 top = last;
1615 1279
1616 /* We let update_position deal with figuring out what the space 1280 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1281 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1282 * makes things faster, and effectively the same result.
1619 */ 1283 */
1620 1284
1621 /* Have object 'fall below' other objects that block view. 1285 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1286 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1287 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1288 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1289 * stacking is a bit odd.
1626 */ 1290 */
1627 if (!(flag & INS_ON_TOP) && 1291 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1292 (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)) { 1293 {
1630 for (last=top; last != floor; last=last->below) 1294 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1295 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1296 break;
1632 /* Check to see if we found the object that blocks view, 1297 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1298 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1299 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1300 * set top to the object below us.
1636 */ 1301 */
1637 if (last && last->below && last != floor) top=last->below; 1302 if (last && last->below && last != floor)
1638 } 1303 top = last->below;
1639 } /* If objects on this space */ 1304 }
1305 } /* If objects on this space */
1306
1640 if (flag & INS_MAP_LOAD) 1307 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1308 top = GET_MAP_TOP (op->map, op->x, op->y);
1309
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1310 if (flag & INS_ABOVE_FLOOR_ONLY)
1311 top = floor;
1643 1312
1644 /* Top is the object that our object (op) is going to get inserted above. 1313 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1314 */
1646 1315
1647 /* First object on this space */ 1316 /* First object on this space */
1648 if (!top) { 1317 if (!top)
1318 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1319 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1320
1651 op->below = NULL; 1321 if (op->above)
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1322 op->above->below = op;
1653 } else { /* get inserted into the stack above top */ 1323
1324 op->below = 0;
1325 op->ms ().bot = op;
1326 }
1327 else
1328 { /* get inserted into the stack above top */
1654 op->above = top->above; 1329 op->above = top->above;
1655 if (op->above) op->above->below = op; 1330
1331 if (op->above)
1332 op->above->below = op;
1333
1656 op->below = top; 1334 op->below = top;
1657 top->above = op; 1335 top->above = op;
1658 } 1336 }
1659 if (op->above==NULL) 1337
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1338 if (!op->above)
1339 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1340 } /* else not INS_BELOW_ORIGINATOR */
1662 1341
1663 if(op->type==PLAYER) 1342 if (op->type == PLAYER)
1343 {
1664 op->contr->do_los=1; 1344 op->contr->do_los = 1;
1345 ++op->map->players;
1346 op->map->touch ();
1347 }
1665 1348
1349 op->map->dirty = true;
1350
1666 /* If we have a floor, we know the player, if any, will be above 1351 /* 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. 1352 * it, so save a few ticks and start from there.
1668 */ 1353 */
1669 if (!(flag & INS_MAP_LOAD)) 1354 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1355 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1356 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1357 pl->contr->ns->floorbox_update ();
1673 }
1674 1358
1675 /* If this object glows, it may affect lighting conditions that are 1359 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1360 * 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 1361 * 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 1362 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1363 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1364 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1365 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1366 * of effect may be sufficient.
1683 */ 1367 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1368 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1369 update_all_los (op->map, op->x, op->y);
1686 1370
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1371 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1372 update_object (op, UP_OBJ_INSERT);
1690 1373
1374 INVOKE_OBJECT (INSERT, op);
1691 1375
1692 /* Don't know if moving this to the end will break anything. However, 1376 /* 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. 1377 * we want to have floorbox_update called before calling this.
1694 * 1378 *
1695 * check_move_on() must be after this because code called from 1379 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1380 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1381 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1382 * update_object().
1699 */ 1383 */
1700 1384
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1385 /* 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) { 1386 if (!(flag & INS_NO_WALK_ON) && !op->head)
1387 {
1704 if (check_move_on(op, originator)) 1388 if (check_move_on (op, originator))
1705 return NULL; 1389 return 0;
1706 1390
1707 /* If we are a multi part object, lets work our way through the check 1391 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1392 * walk on's.
1709 */ 1393 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1394 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1395 if (check_move_on (tmp, originator))
1712 return NULL; 1396 return 0;
1713 } 1397 }
1398
1714 return op; 1399 return op;
1715} 1400}
1716 1401
1717/* this function inserts an object in the map, but if it 1402/* 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. 1403 * 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. 1404 * op is the object to insert it under: supplies x and the map.
1720 */ 1405 */
1406void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1407replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1408{
1723 object *tmp1; 1409 object *tmp, *tmp1;
1724 1410
1725 /* first search for itself and remove any old instances */ 1411 /* first search for itself and remove any old instances */
1726 1412
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1413 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1414 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1415 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1416
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1417 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1418
1736 1419 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1420 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1421 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1422}
1423
1424object *
1425object::insert_at (object *where, object *originator, int flags)
1426{
1427 where->map->insert (this, where->x, where->y, originator, flags);
1428}
1740 1429
1741/* 1430/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1431 * 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 1432 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1433 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1434 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1435 * global static errmsg array.
1747 */ 1436 */
1748 1437object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1438get_split_ob (object *orig_ob, uint32 nr)
1439{
1750 object *newob; 1440 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1441 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1442
1753 if(orig_ob->nrof<nr) { 1443 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 } 1444 {
1445 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1446 return NULL;
1447 }
1448
1758 newob = object_create_clone(orig_ob); 1449 newob = object_create_clone (orig_ob);
1450
1759 if((orig_ob->nrof-=nr)<1) { 1451 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1452 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1453 else if (!is_removed)
1454 {
1765 if(orig_ob->env!=NULL) 1455 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1456 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1457 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1458 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1459 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"); 1460 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1461 return NULL;
1772 } 1462 }
1773 } 1463 }
1464
1774 newob->nrof=nr; 1465 newob->nrof = nr;
1775 1466
1776 return newob; 1467 return newob;
1777} 1468}
1778 1469
1779/* 1470/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1471 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1472 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1473 * is subsequently removed and freed.
1783 * 1474 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1475 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1476 */
1786 1477
1478object *
1787object *decrease_ob_nr (object *op, uint32 i) 1479decrease_ob_nr (object *op, uint32 i)
1788{ 1480{
1789 object *tmp; 1481 object *tmp;
1790 player *pl;
1791 1482
1792 if (i == 0) /* objects with op->nrof require this check */ 1483 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1484 return op;
1794 1485
1795 if (i > op->nrof) 1486 if (i > op->nrof)
1796 i = op->nrof; 1487 i = op->nrof;
1797 1488
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1489 if (QUERY_FLAG (op, FLAG_REMOVED))
1490 op->nrof -= i;
1491 else if (op->env)
1492 {
1493 /* is this object in the players inventory, or sub container
1494 * therein?
1495 */
1496 tmp = op->in_player ();
1497 /* nope. Is this a container the player has opened?
1498 * If so, set tmp to that player.
1499 * IMO, searching through all the players will mostly
1500 * likely be quicker than following op->env to the map,
1501 * and then searching the map for a player.
1502 */
1503 if (!tmp)
1504 for_all_players (pl)
1505 if (pl->ob->container == op->env)
1506 {
1507 tmp = pl->ob;
1508 break;
1509 }
1510
1511 if (i < op->nrof)
1512 {
1513 sub_weight (op->env, op->weight * i);
1514 op->nrof -= i;
1515 if (tmp)
1516 esrv_send_item (tmp, op);
1517 }
1518 else
1519 {
1520 op->remove ();
1521 op->nrof = 0;
1522 if (tmp)
1523 esrv_del_item (tmp->contr, op->count);
1524 }
1799 { 1525 }
1526 else
1527 {
1528 object *above = op->above;
1529
1530 if (i < op->nrof)
1800 op->nrof -= i; 1531 op->nrof -= i;
1801 } 1532 else
1802 else if (op->env != NULL) 1533 {
1803 { 1534 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; 1535 op->nrof = 0;
1536 }
1537
1538 /* Since we just removed op, op->above is null */
1539 for (tmp = above; tmp; tmp = tmp->above)
1540 if (tmp->type == PLAYER)
1541 {
1824 if (tmp) { 1542 if (op->nrof)
1825 esrv_send_item(tmp, op); 1543 esrv_send_item (tmp, op);
1826 } 1544 else
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count); 1545 esrv_del_item (tmp->contr, op->count);
1832 } 1546 }
1833 }
1834 }
1835 else
1836 { 1547 }
1837 object *above = op->above;
1838 1548
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) { 1549 if (op->nrof)
1856 return op; 1550 return op;
1857 } else { 1551 else
1858 free_object (op); 1552 {
1553 op->destroy ();
1859 return NULL; 1554 return 0;
1860 } 1555 }
1861} 1556}
1862 1557
1863/* 1558/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1559 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1560 * and also updates how much the environment(s) is/are carrying.
1866 */ 1561 */
1867 1562
1563void
1868void add_weight (object *op, signed long weight) { 1564add_weight (object *op, signed long weight)
1565{
1869 while (op!=NULL) { 1566 while (op != NULL)
1567 {
1870 if (op->type == CONTAINER) { 1568 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1569 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1570
1873 op->carrying+=weight; 1571 op->carrying += weight;
1874 op=op->env; 1572 op = op->env;
1875 } 1573 }
1876} 1574}
1877 1575
1576object *
1577insert_ob_in_ob (object *op, object *where)
1578{
1579 if (!where)
1580 {
1581 char *dump = dump_object (op);
1582 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1583 free (dump);
1584 return op;
1585 }
1586
1587 if (where->head)
1588 {
1589 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1590 where = where->head;
1591 }
1592
1593 return where->insert (op);
1594}
1595
1878/* 1596/*
1879 * insert_ob_in_ob(op,environment): 1597 * env->insert (op)
1880 * This function inserts the object op in the linked list 1598 * This function inserts the object op in the linked list
1881 * inside the object environment. 1599 * inside the object environment.
1882 * 1600 *
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 1601 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1602 * be != op, if items are merged. -Tero
1890 */ 1603 */
1891 1604
1892object *insert_ob_in_ob(object *op,object *where) { 1605object *
1606object::insert (object *op)
1607{
1893 object *tmp, *otmp; 1608 object *tmp, *otmp;
1894 1609
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1610 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1611 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1612
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) { 1613 if (op->more)
1614 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1615 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1616 return op;
1914 } 1617 }
1618
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1619 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1620 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1621 if (op->nrof)
1622 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1623 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1624 if (object::can_merge (tmp, op))
1625 {
1920 /* return the original object and remove inserted object 1626 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1627 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1628 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1629 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1630 * tmp->nrof, we need to increase the weight.
1925 */ 1631 */
1926 add_weight (where, op->weight*op->nrof); 1632 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1633 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1634 op->destroy (); /* free the inserted object */
1929 op = tmp; 1635 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1636 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1637 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1638 break;
1933 } 1639 }
1934 1640
1935 /* I assume combined objects have no inventory 1641 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1642 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1643 * (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 1644 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1645 * the linking below
1940 */ 1646 */
1941 add_weight (where, op->weight*op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1648 }
1942 } else 1649 else
1943 add_weight (where, (op->weight+op->carrying)); 1650 add_weight (this, (op->weight + op->carrying));
1944 1651
1945 otmp=is_player_inv(where); 1652 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1653 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1654 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1655 otmp->update_stats ();
1949 }
1950 1656
1951 op->map=NULL; 1657 op->map = 0;
1952 op->env=where; 1658 op->env = this;
1953 op->above=NULL; 1659 op->above = 0;
1954 op->below=NULL; 1660 op->below = 0;
1955 op->x=0,op->y=0; 1661 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1662
1958 /* reset the light list and los of the players on the map */ 1663 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1664 if ((op->glow_radius != 0) && map)
1960 { 1665 {
1961#ifdef DEBUG_LIGHTS 1666#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1667 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1668#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1669 if (map->darkness)
1670 update_all_los (map, x, y);
1966 } 1671 }
1967 1672
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1673 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1674 * It sure simplifies this function...
1970 */ 1675 */
1971 if (where->inv==NULL) 1676 if (!inv)
1972 where->inv=op; 1677 inv = op;
1973 else { 1678 else
1679 {
1974 op->below = where->inv; 1680 op->below = inv;
1975 op->below->above = op; 1681 op->below->above = op;
1976 where->inv = op; 1682 inv = op;
1977 } 1683 }
1684
1685 INVOKE_OBJECT (INSERT, this);
1686
1978 return op; 1687 return op;
1979} 1688}
1980 1689
1981/* 1690/*
1982 * Checks if any objects has a move_type that matches objects 1691 * Checks if any objects has a move_type that matches objects
1996 * 1705 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1706 * 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 1707 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1708 * on top.
2000 */ 1709 */
2001 1710int
2002int check_move_on (object *op, object *originator) 1711check_move_on (object *op, object *originator)
2003{ 1712{
2004 object *tmp; 1713 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1714 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1715 int x = op->x, y = op->y;
1716
2008 MoveType move_on, move_slow, move_block; 1717 MoveType move_on, move_slow, move_block;
2009 1718
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1719 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; 1720 return 0;
1721
1722 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1723 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1724 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1725
1726 /* if nothing on this space will slow op down or be applied,
1727 * no need to do checking below. have to make sure move_type
1728 * is set, as lots of objects don't have it set - we treat that
1729 * as walking.
1730 */
1731 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1732 return 0;
1733
1734 /* This is basically inverse logic of that below - basically,
1735 * if the object can avoid the move on or slow move, they do so,
1736 * but can't do it if the alternate movement they are using is
1737 * blocked. Logic on this seems confusing, but does seem correct.
1738 */
1739 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1740 return 0;
1741
1742 /* The objects have to be checked from top to bottom.
1743 * Hence, we first go to the top:
1744 */
1745
1746 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1747 {
1748 /* Trim the search when we find the first other spell effect
1749 * this helps performance so that if a space has 50 spell objects,
1750 * we don't need to check all of them.
1751 */
1752 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1753 break;
1754 }
1755
1756 for (; tmp; tmp = tmp->below)
1757 {
1758 if (tmp == op)
1759 continue; /* Can't apply yourself */
1760
1761 /* Check to see if one of the movement types should be slowed down.
1762 * Second check makes sure that the movement types not being slowed
1763 * (~slow_move) is not blocked on this space - just because the
1764 * space doesn't slow down swimming (for example), if you can't actually
1765 * swim on that space, can't use it to avoid the penalty.
1766 */
1767 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1768 {
1769 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1770 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1771 {
1772
1773 float
1774 diff = tmp->move_slow_penalty * FABS (op->speed);
1775
1776 if (op->type == PLAYER)
1777 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1778 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1779 diff /= 4.0;
1780
1781 op->speed_left -= diff;
1782 }
1783 }
1784
1785 /* Basically same logic as above, except now for actual apply. */
1786 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1787 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1788 {
1789 move_apply (tmp, op, originator);
1790
1791 if (op->destroyed ())
1792 return 1;
1793
1794 /* what the person/creature stepped onto has moved the object
1795 * someplace new. Don't process any further - if we did,
1796 * have a feeling strange problems would result.
1797 */
1798 if (op->map != m || op->x != x || op->y != y)
1799 return 0;
1800 }
1801 }
1802
1803 return 0;
2091} 1804}
2092 1805
2093/* 1806/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1807 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1808 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1809 * The first matching object is returned, or NULL if none.
2097 */ 1810 */
2098 1811object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1812present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1813{
2101 if(m==NULL || out_of_map(m,x,y)) { 1814 if (!m || out_of_map (m, x, y))
1815 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1816 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1817 return NULL;
2104 } 1818 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1819
1820 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2106 if(tmp->arch == at) 1821 if (tmp->arch == at)
2107 return tmp; 1822 return tmp;
1823
2108 return NULL; 1824 return NULL;
2109} 1825}
2110 1826
2111/* 1827/*
2112 * present(type, map, x, y) searches for any objects with 1828 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1829 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1830 * The first matching object is returned, or NULL if none.
2115 */ 1831 */
2116 1832object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1833present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1834{
2119 if(out_of_map(m,x,y)) { 1835 if (out_of_map (m, x, y))
1836 {
2120 LOG(llevError,"Present called outside map.\n"); 1837 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1838 return NULL;
2122 } 1839 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1840
1841 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1842 if (tmp->type == type)
2125 return tmp; 1843 return tmp;
1844
2126 return NULL; 1845 return NULL;
2127} 1846}
2128 1847
2129/* 1848/*
2130 * present_in_ob(type, object) searches for any objects with 1849 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1850 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2133 */ 1852 */
2134 1853object *
2135object *present_in_ob(unsigned char type, const object *op) { 1854present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1855{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1856 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1857 if (tmp->type == type)
2139 return tmp; 1858 return tmp;
1859
2140 return NULL; 1860 return NULL;
2141} 1861}
2142 1862
2143/* 1863/*
2144 * present_in_ob (type, str, object) searches for any objects with 1864 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1872 * 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 1873 * 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 1874 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1875 * to be unique.
2156 */ 1876 */
2157 1877object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1878present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1879{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1881 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1882 return tmp;
2164 } 1883
2165 return NULL; 1884 return 0;
2166} 1885}
2167 1886
2168/* 1887/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1888 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1889 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1890 * The first matching object is returned, or NULL if none.
2172 */ 1891 */
2173 1892object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1893present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1894{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1895 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1896 if (tmp->arch == at)
2178 return tmp; 1897 return tmp;
1898
2179 return NULL; 1899 return NULL;
2180} 1900}
2181 1901
2182/* 1902/*
2183 * activate recursively a flag on an object inventory 1903 * activate recursively a flag on an object inventory
2184 */ 1904 */
1905void
2185void flag_inv(object*op, int flag){ 1906flag_inv (object *op, int flag)
2186 object *tmp; 1907{
2187 if(op->inv) 1908 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1909 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1910 {
2189 SET_FLAG(tmp, flag); 1911 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1912 flag_inv (tmp, flag);
2191 } 1913 }
1914}
1915
2192}/* 1916/*
2193 * desactivate recursively a flag on an object inventory 1917 * deactivate recursively a flag on an object inventory
2194 */ 1918 */
1919void
2195void unflag_inv(object*op, int flag){ 1920unflag_inv (object *op, int flag)
2196 object *tmp; 1921{
2197 if(op->inv) 1922 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1923 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1924 {
2199 CLEAR_FLAG(tmp, flag); 1925 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1926 unflag_inv (tmp, flag);
2201 } 1927 }
2202} 1928}
2203 1929
2204/* 1930/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1931 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1932 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1933 * 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. 1934 * him/her-self and all object carried by a call to this function.
2209 */ 1935 */
2210 1936void
2211void set_cheat(object *op) { 1937set_cheat (object *op)
1938{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1939 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1940 flag_inv (op, FLAG_WAS_WIZ);
2214} 1941}
2215 1942
2216/* 1943/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1944 * 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 1945 * 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 1959 * 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 1960 * 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 1961 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1962 * customized, changed states, etc.
2236 */ 1963 */
2237 1964int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1965find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1966{
2239 int i,index=0, flag; 1967 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 1968 int altern[SIZEOFFREE];
2241 1969
2242 for(i=start;i<stop;i++) { 1970 for (int i = start; i < stop; i++)
1971 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1972 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 1973 if (!flag)
2245 altern[index++]=i; 1974 altern [index++] = i;
2246 1975
2247 /* Basically, if we find a wall on a space, we cut down the search size. 1976 /* 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. 1977 * 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 - 1978 * 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 1979 * 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 1980 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 1981 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 1982 * won't look 2 spaces south of the target space.
2254 */ 1983 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1984 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 1985 stop = maxfree[i];
2257 } 1986 }
2258 if(!index) return -1; 1987
1988 if (!index)
1989 return -1;
1990
2259 return altern[RANDOM()%index]; 1991 return altern[RANDOM () % index];
2260} 1992}
2261 1993
2262/* 1994/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 1995 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 1996 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 1997 * 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. 1998 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 1999 */
2268 2000int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2001find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2002{
2271 for(i=0;i<SIZEOFFREE;i++) { 2003 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2004 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2005 return i;
2274 } 2006
2275 return -1; 2007 return -1;
2276} 2008}
2277 2009
2278/* 2010/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2011 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2012 * arr[begin..end-1].
2013 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2014 */
2015static void
2282static void permute(int *arr, int begin, int end) 2016permute (int *arr, int begin, int end)
2283{ 2017{
2284 int i, j, tmp, len; 2018 arr += begin;
2019 end -= begin;
2285 2020
2286 len = end-begin; 2021 while (--end)
2287 for(i = begin; i < end; i++) 2022 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} 2023}
2296 2024
2297/* new function to make monster searching more efficient, and effective! 2025/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2026 * 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 2027 * 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 2028 * 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 2029 * 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. 2030 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2031 */
2032void
2304void get_search_arr(int *search_arr) 2033get_search_arr (int *search_arr)
2305{ 2034{
2306 int i; 2035 int i;
2307 2036
2308 for(i = 0; i < SIZEOFFREE; i++) 2037 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2038 search_arr[i] = i;
2311 }
2312 2039
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2040 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2041 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2042 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2043}
2317 2044
2318/* 2045/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2046 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2047 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2052 * 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 2053 * 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 2054 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2055 * there is capable of.
2329 */ 2056 */
2330 2057int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2058find_dir (maptile *m, int x, int y, object *exclude)
2059{
2332 int i,max=SIZEOFFREE, mflags; 2060 int i, max = SIZEOFFREE, mflags;
2061
2333 sint16 nx, ny; 2062 sint16 nx, ny;
2334 object *tmp; 2063 object *tmp;
2335 mapstruct *mp; 2064 maptile *mp;
2065
2336 MoveType blocked, move_type; 2066 MoveType blocked, move_type;
2337 2067
2338 if (exclude && exclude->head) { 2068 if (exclude && exclude->head)
2069 {
2339 exclude = exclude->head; 2070 exclude = exclude->head;
2340 move_type = exclude->move_type; 2071 move_type = exclude->move_type;
2341 } else { 2072 }
2073 else
2074 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2075 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2076 move_type = MOVE_ALL;
2077 }
2078
2079 for (i = 1; i < max; i++)
2344 } 2080 {
2345 2081 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2082 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2083 ny = y + freearr_y[i];
2350 2084
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2085 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2086
2352 if (mflags & P_OUT_OF_MAP) { 2087 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2088 max = maxfree[i];
2354 } else { 2089 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2090 {
2091 mapspace &ms = mp->at (nx, ny);
2356 2092
2093 blocked = ms.move_block;
2094
2357 if ((move_type & blocked) == move_type) { 2095 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2096 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2097 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2098 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2099 for (tmp = ms.bot; tmp; tmp = tmp->above)
2100 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2101 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2102 break;
2364 } 2103
2365 } 2104 if (tmp)
2366 if(tmp) {
2367 return freedir[i]; 2105 return freedir[i];
2368 } 2106 }
2107 }
2369 } 2108 }
2370 } 2109
2371 }
2372 return 0; 2110 return 0;
2373} 2111}
2374 2112
2375/* 2113/*
2376 * distance(object 1, object 2) will return the square of the 2114 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2115 * distance between the two given objects.
2378 */ 2116 */
2379 2117int
2380int distance(const object *ob1, const object *ob2) { 2118distance (const object *ob1, const object *ob2)
2381 int i; 2119{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2120 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} 2121}
2386 2122
2387/* 2123/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2124 * 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 2125 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2126 * object, needs to travel toward it.
2391 */ 2127 */
2392 2128int
2393int find_dir_2(int x, int y) { 2129find_dir_2 (int x, int y)
2130{
2394 int q; 2131 int q;
2395 2132
2396 if(y) 2133 if (y)
2397 q=x*100/y; 2134 q = x * 100 / y;
2398 else if (x) 2135 else if (x)
2399 q= -300*x; 2136 q = -300 * x;
2400 else 2137 else
2401 return 0; 2138 return 0;
2402 2139
2403 if(y>0) { 2140 if (y > 0)
2141 {
2404 if(q < -242) 2142 if (q < -242)
2405 return 3 ; 2143 return 3;
2406 if (q < -41) 2144 if (q < -41)
2407 return 2 ; 2145 return 2;
2408 if (q < 41) 2146 if (q < 41)
2409 return 1 ; 2147 return 1;
2410 if (q < 242) 2148 if (q < 242)
2411 return 8 ; 2149 return 8;
2412 return 7 ; 2150 return 7;
2413 } 2151 }
2414 2152
2415 if (q < -242) 2153 if (q < -242)
2416 return 7 ; 2154 return 7;
2417 if (q < -41) 2155 if (q < -41)
2418 return 6 ; 2156 return 6;
2419 if (q < 41) 2157 if (q < 41)
2420 return 5 ; 2158 return 5;
2421 if (q < 242) 2159 if (q < 242)
2422 return 4 ; 2160 return 4;
2423 2161
2424 return 3 ; 2162 return 3;
2425} 2163}
2426 2164
2427/* 2165/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2166 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2167 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2168 * "overflow" in previous calculations of a direction).
2431 */ 2169 */
2432 2170
2171int
2433int absdir(int d) { 2172absdir (int d)
2434 while(d<1) d+=8; 2173{
2435 while(d>8) d-=8; 2174 while (d < 1)
2175 d += 8;
2176
2177 while (d > 8)
2178 d -= 8;
2179
2436 return d; 2180 return d;
2437} 2181}
2438 2182
2439/* 2183/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2184 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2185 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2186 */
2443 2187
2188int
2444int dirdiff(int dir1, int dir2) { 2189dirdiff (int dir1, int dir2)
2190{
2445 int d; 2191 int d;
2192
2446 d = abs(dir1 - dir2); 2193 d = abs (dir1 - dir2);
2447 if(d>4) 2194 if (d > 4)
2448 d = 8 - d; 2195 d = 8 - d;
2196
2449 return d; 2197 return d;
2450} 2198}
2451 2199
2452/* peterm: 2200/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2201 * 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 2204 * 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. 2205 * 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 2206 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2207 * functions.
2460 */ 2208 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2209int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2210 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2211 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2212 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2213 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2214 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2215 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2216 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2217 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2218 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2219 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2220 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2221 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2222 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2223 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2224 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2225 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2226 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2227 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2228 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2229 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2230 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2231 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2232 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2233 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2234 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2235 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2236 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2237 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2238 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2239 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2240 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2241 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2242 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2243 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2244 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2245 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2246 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2247 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2248 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2249 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2250 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2251 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2252 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2253 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2254 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2255 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2256 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2257 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2258 {24, 9, -1}
2259}; /* 48 */
2512 2260
2513/* Recursive routine to step back and see if we can 2261/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2262 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2263 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2264 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2265 * Modified to be map tile aware -.MSW
2518 */ 2266 */
2519 2267int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2268can_see_monsterP (maptile *m, int x, int y, int dir)
2269{
2522 sint16 dx, dy; 2270 sint16 dx, dy;
2523 int mflags; 2271 int mflags;
2524 2272
2273 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2274 return 0; /* exit condition: invalid direction */
2526 2275
2527 dx = x + freearr_x[dir]; 2276 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2277 dy = y + freearr_y[dir];
2529 2278
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2279 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2280
2532 /* This functional arguably was incorrect before - it was 2281 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2282 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2283 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2284 * 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 2285 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2286 * at least its move type.
2538 */ 2287 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2288 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2289 return 0;
2540 2290
2541 /* yes, can see. */ 2291 /* yes, can see. */
2542 if(dir < 9) return 1; 2292 if (dir < 9)
2293 return 1;
2294
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2295 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2296 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2297 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2298}
2547 2299
2548
2549
2550/* 2300/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2301 * 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 2302 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2303 * picked up, otherwise 0.
2554 * 2304 *
2556 * core dumps if they do. 2306 * core dumps if they do.
2557 * 2307 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2308 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2309 */
2560 2310
2311int
2561int can_pick(const object *who, const object *item) { 2312can_pick (const object *who, const object *item)
2313{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2314 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2315 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2316 !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} 2317}
2567
2568 2318
2569/* 2319/*
2570 * create clone from object to another 2320 * create clone from object to another
2571 */ 2321 */
2322object *
2572object *object_create_clone (object *asrc) { 2323object_create_clone (object *asrc)
2324{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2325 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2326
2575 if(!asrc) return NULL; 2327 if (!asrc)
2328 return 0;
2329
2576 src = asrc; 2330 src = asrc;
2577 if(src->head) 2331 if (src->head)
2578 src = src->head; 2332 src = src->head;
2579 2333
2580 prev = NULL; 2334 prev = 0;
2581 for(part = src; part; part = part->more) { 2335 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2336 {
2583 copy_object(part,tmp); 2337 tmp = part->clone ();
2584 tmp->x -= src->x; 2338 tmp->x -= src->x;
2585 tmp->y -= src->y; 2339 tmp->y -= src->y;
2340
2586 if(!part->head) { 2341 if (!part->head)
2342 {
2587 dst = tmp; 2343 dst = tmp;
2588 tmp->head = NULL; 2344 tmp->head = 0;
2345 }
2589 } else { 2346 else
2590 tmp->head = dst; 2347 tmp->head = dst;
2591 } 2348
2592 tmp->more = NULL; 2349 tmp->more = 0;
2350
2593 if(prev) 2351 if (prev)
2594 prev->more = tmp; 2352 prev->more = tmp;
2353
2595 prev = tmp; 2354 prev = tmp;
2596 } 2355 }
2597 /*** copy inventory ***/ 2356
2598 for(item = src->inv; item; item = item->below) { 2357 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2358 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2359
2602 return dst; 2360 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} 2361}
2612 2362
2613/* GROS - Creates an object using a string representing its content. */ 2363/* 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 */ 2364/* 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, */ 2365/* 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. */ 2366/* 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. */ 2367/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2368/* Also remember that multiparts objects are not supported for now. */
2619 2369object *
2620object* load_object_str(const char *obstr) 2370load_object_str (const char *obstr)
2621{ 2371{
2622 object *op; 2372 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2373 char filename[MAX_BUF];
2374
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2375 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2376
2626 tempfile=fopen(filename,"w"); 2377 FILE *tempfile = fopen (filename, "w");
2378
2627 if (tempfile == NULL) 2379 if (tempfile == NULL)
2628 { 2380 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2381 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2382 return NULL;
2631 }; 2383 }
2384
2632 fprintf(tempfile,obstr); 2385 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2386 fclose (tempfile);
2634 2387
2635 op=get_object(); 2388 op = object::create ();
2636 2389
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); 2390 object_thawer thawer (filename);
2391
2392 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2393 load_object (thawer, op, 0);
2394
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2395 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2396 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2397
2648 return op; 2398 return op;
2649} 2399}
2650 2400
2651/* This returns the first object in who's inventory that 2401/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2402 * has the same type and subtype match.
2653 * returns NULL if no match. 2403 * returns NULL if no match.
2654 */ 2404 */
2405object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2406find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2407{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2408 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2409 if (tmp->type == type && tmp->subtype == subtype)
2410 return tmp;
2661 2411
2662 return NULL; 2412 return 0;
2663} 2413}
2664 2414
2665/* If ob has a field named key, return the link from the list, 2415/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2416 * otherwise return NULL.
2667 * 2417 *
2668 * key must be a passed in shared string - otherwise, this won't 2418 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2419 * do the desired thing.
2670 */ 2420 */
2421key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2422get_ob_key_link (const object *ob, const char *key)
2672 key_value * link; 2423{
2673
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2424 for (key_value *link = ob->key_values; link; link = link->next)
2675 if (link->key == key) { 2425 if (link->key == key)
2676 return link; 2426 return link;
2677 } 2427
2678 } 2428 return 0;
2679 2429}
2680 return NULL;
2681}
2682 2430
2683/* 2431/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2432 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2433 *
2686 * The argument doesn't need to be a shared string. 2434 * The argument doesn't need to be a shared string.
2687 * 2435 *
2688 * The returned string is shared. 2436 * The returned string is shared.
2689 */ 2437 */
2438const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2439get_ob_key_value (const object *op, const char *const key)
2440{
2691 key_value * link; 2441 key_value *link;
2692 const char * canonical_key; 2442 shstr_cmp canonical_key (key);
2443
2444 if (!canonical_key)
2693 2445 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2446 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2447 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2448 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2449 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2450 */
2702 return NULL; 2451 return 0;
2703 } 2452 }
2704 2453
2705 /* This is copied from get_ob_key_link() above - 2454 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2455 * only 4 lines, and saves the function call overhead.
2707 */ 2456 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2457 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2458 if (link->key == canonical_key)
2710 return link->value; 2459 return link->value;
2711 } 2460
2712 } 2461 return 0;
2713 return NULL;
2714} 2462}
2715 2463
2716 2464
2717/* 2465/*
2718 * Updates the canonical_key in op to value. 2466 * 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 2470 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2471 * keys.
2724 * 2472 *
2725 * Returns TRUE on success. 2473 * Returns TRUE on success.
2726 */ 2474 */
2475int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2476set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2477{
2728 key_value * field = NULL, *last=NULL; 2478 key_value *field = NULL, *last = NULL;
2729 2479
2730 for (field=op->key_values; field != NULL; field=field->next) { 2480 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2481 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2482 if (field->key != canonical_key)
2737 if (value) 2483 {
2738 field->value = add_string(value); 2484 last = field;
2739 else { 2485 continue;
2486 }
2487
2488 if (value)
2489 field->value = value;
2490 else
2491 {
2740 /* Basically, if the archetype has this key set, 2492 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2493 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2494 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2495 * we get this value back again.
2744 */ 2496 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2497 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2498 field->value = 0;
2747 else { 2499 else
2748 /* Delete this link */ 2500 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2501 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2502 last->next = field->next;
2751 if (last) last->next = field->next; 2503 else
2752 else op->key_values = field->next; 2504 op->key_values = field->next;
2753 free(field); 2505
2754 } 2506 delete field;
2755 } 2507 }
2508 }
2756 return TRUE; 2509 return TRUE;
2757 } 2510 }
2758 /* IF we get here, key doesn't exist */ 2511 /* IF we get here, key doesn't exist */
2759 2512
2760 /* No field, we'll have to add it. */ 2513 /* No field, we'll have to add it. */
2761 2514
2762 if (!add_key) { 2515 if (!add_key)
2763 return FALSE; 2516 return FALSE;
2764 } 2517
2765 /* There isn't any good reason to store a null 2518 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2519 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2520 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2521 * be here. If user wants to store empty strings,
2769 * should pass in "" 2522 * should pass in ""
2770 */ 2523 */
2771 if (value == NULL) return TRUE; 2524 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; 2525 return TRUE;
2526
2527 field = new key_value;
2528
2529 field->key = canonical_key;
2530 field->value = value;
2531 /* Usual prepend-addition. */
2532 field->next = op->key_values;
2533 op->key_values = field;
2534
2535 return TRUE;
2782} 2536}
2783 2537
2784/* 2538/*
2785 * Updates the key in op to value. 2539 * Updates the key in op to value.
2786 * 2540 *
2788 * and not add new ones. 2542 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2543 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2544 *
2791 * Returns TRUE on success. 2545 * Returns TRUE on success.
2792 */ 2546 */
2547int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2548set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2549{
2795 int floating_ref = FALSE; 2550 shstr key_ (key);
2796 int ret; 2551
2552 return set_ob_key_value_s (op, key_, value, add_key);
2553}
2554
2555object::depth_iterator::depth_iterator (object *container)
2556: iterator_base (container)
2557{
2558 while (item->inv)
2559 item = item->inv;
2560}
2561
2562void
2563object::depth_iterator::next ()
2564{
2565 if (item->below)
2797 2566 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2567 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2568
2800 */ 2569 while (item->inv)
2570 item = item->inv;
2801 2571 }
2802 canonical_key = find_string(key); 2572 else
2803 if (canonical_key == NULL) { 2573 item = item->env;
2804 canonical_key = add_string(key); 2574}
2805 floating_ref = TRUE; 2575
2806 } 2576
2577const char *
2578object::flag_desc (char *desc, int len) const
2579{
2580 char *p = desc;
2581 bool first = true;
2582
2583 *p = 0;
2584
2585 for (int i = 0; i < NUM_FLAGS; i++)
2807 2586 {
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2587 if (len <= 10) // magic constant!
2588 {
2589 snprintf (p, len, ",...");
2590 break;
2591 }
2592
2593 if (flag [i])
2594 {
2595 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2596 len -= cnt;
2597 p += cnt;
2598 first = false;
2599 }
2809 2600 }
2810 if (floating_ref) { 2601
2811 free_string(canonical_key);
2812 }
2813
2814 return ret; 2602 return desc;
2815} 2603}
2604
2605// return a suitable string describing an object in enough detail to find it
2606const char *
2607object::debug_desc (char *info) const
2608{
2609 char flagdesc[512];
2610 char info2[256 * 4];
2611 char *p = info;
2612
2613 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2614 count, uuid.seq,
2615 &name,
2616 title ? "\",title:" : "",
2617 title ? (const char *)title : "",
2618 flag_desc (flagdesc, 512), type);
2619
2620 if (env)
2621 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2622
2623 if (map)
2624 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2625
2626 return info;
2627}
2628
2629const char *
2630object::debug_desc () const
2631{
2632 static char info[256 * 4];
2633 return debug_desc (info);
2634}
2635

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