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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 1.112 by root, Mon Jan 8 14:11:04 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 for_all_objects (op)
407 if(op->count==i) 401 if (op->count == i)
408 break;
409 return op; 402 return op;
403
404 return 0;
410} 405}
411 406
412/* 407/*
413 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
416 */ 411 */
417 412object *
418object *find_object_name(const char *str) { 413find_object_name (const char *str)
419 const char *name=add_string(str); 414{
415 shstr_cmp str_ (str);
420 object *op; 416 object *op;
421 for(op=objects;op!=NULL;op=op->next) 417
418 for_all_objects (op)
422 if(op->name==name) 419 if (op->name == str_)
423 break; 420 break;
424 free_string(name); 421
425 return op; 422 return op;
426} 423}
427 424
425void
428void free_all_object_data(void) { 426free_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{ 427{
470 if (!op) return; 428 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} 429}
478
479
480 430
481/* 431/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 432 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 433 * skill and experience objects.
484 */ 434 */
485void set_owner (object *op, object *owner) 435void
436object::set_owner (object *owner)
486{ 437{
487 if(owner==NULL||op==NULL) 438 if (!owner)
488 return; 439 return;
489 440
490 /* next line added to allow objects which own objects */ 441 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 442 /* 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 443 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 444 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 445 * 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. 446 * didn't match, this check is valid and I believe that cause is valid.
496 */ 447 */
497 while (owner->owner && owner!=owner->owner && 448 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 449 owner = owner->owner;
499 450
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; 451 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} 452}
553 453
554/* Zero the key_values on op, decrementing the shared-string 454/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 455 * refcounts and freeing the links.
556 */ 456 */
457static void
557static void free_key_values(object * op) { 458free_key_values (object *op)
558 key_value * i; 459{
559 key_value * next = NULL; 460 for (key_value *i = op->key_values; i != 0;)
560 461 {
561 if (op->key_values == NULL) return; 462 key_value *next = i->next;
463 delete i;
464
465 i = next;
562 466 }
563 for (i = op->key_values; i != NULL; i = next) { 467
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; 468 op->key_values = 0;
574} 469}
575 470
576
577/* 471/*
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, 472 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 473 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 474 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 475 * 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 476 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 477 * will point at garbage.
658 */ 478 */
479void
480object::copy_to (object *dst)
481{
482 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
483 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
659 484
660void copy_object(object *op2, object *op) { 485 *(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;
663 486
664 op->clear (); 487 if (is_freed)
488 SET_FLAG (dst, FLAG_FREED);
665 489
666 /* Decrement the refcounts, but don't bother zeroing the fields; 490 if (is_removed)
667 they'll be overwritten by memcpy. */ 491 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);
678 492
679 /* Basically, same code as from clear_object() */ 493 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; 494 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
711 495
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. */ 496 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 497 if (key_values)
735 key_value * tail = NULL; 498 {
499 key_value *tail = 0;
736 key_value * i; 500 key_value *i;
737 501
738 op->key_values = NULL; 502 dst->key_values = 0;
739 503
740 for (i = op2->key_values; i != NULL; i = i->next) { 504 for (i = key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 505 {
506 key_value *new_link = new key_value;
742 507
743 new_link->next = NULL; 508 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 509 new_link->key = i->key;
745 if (i->value) 510 new_link->value = i->value;
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749 511
750 /* Try and be clever here, too. */ 512 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 513 if (!dst->key_values)
752 op->key_values = new_link; 514 {
753 tail = new_link; 515 dst->key_values = new_link;
754 } else { 516 tail = new_link;
755 tail->next = new_link; 517 }
756 tail = new_link; 518 else
519 {
520 tail->next = new_link;
521 tail = new_link;
522 }
523 }
757 } 524 }
758 }
759 }
760 525
761 update_ob_speed(op); 526 dst->set_speed (dst->speed);
762} 527}
763 528
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; 529object *
805 530object::clone ()
806 if(free_objects==NULL) { 531{
807 expand_objects(); 532 object *neu = create ();
808 } 533 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; 534 return neu;
847} 535}
848 536
849/* 537/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 538 * 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 539 * 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. 540 * be called to update the face variable, _and_ how it looks on the map.
853 */ 541 */
854 542void
855void update_turn_face(object *op) { 543update_turn_face (object *op)
544{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 545 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
857 return; 546 return;
547
858 SET_ANIMATION(op, op->direction); 548 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 549 update_object (op, UP_OBJ_FACE);
860} 550}
861 551
862/* 552/*
863 * Updates the speed of an object. If the speed changes from 0 to another 553 * 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. 554 * 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. 555 * This function needs to be called whenever the speed of an object changes.
866 */ 556 */
867 557void
868void update_ob_speed(object *op) { 558object::set_speed (float speed)
869 extern int arch_init; 559{
870 560 if (flag [FLAG_FREED] && speed)
871 /* No reason putting the archetypes objects on the speed list, 561 {
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); 562 LOG (llevError, "Object %s is freed but has speed.\n", &name);
877#ifdef MANY_CORES 563 speed = 0;
878 abort();
879#else
880 op->speed = 0;
881#endif
882 } 564 }
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;
890 565
891 /* process_events() expects us to insert the object at the beginning 566 this->speed = speed;
892 * of the list. */ 567
893 op->active_next = active_objects; 568 if (has_active_speed ())
894 if (op->active_next!=NULL) 569 activate ();
895 op->active_next->active_prev = op;
896 active_objects = op;
897 }
898 else { 570 else
899 /* If not on the active list, nothing needs to be done */ 571 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} 572}
917 573
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/* 574/*
947 * update_object() updates the array which represents the map. 575 * update_object() updates the the map.
948 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
949 * by invisible objects by whatever is below them (unless it's another 577 * by invisible objects by whatever is below them (unless it's another
950 * invisible object, etc...) 578 * invisible object, etc...)
951 * If the object being updated is beneath a player, the look-window 579 * 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 580 * of that player is updated (this might be a suboptimal way of
953 * updating that window, though, since update_object() is called _often_) 581 * updating that window, though, since update_object() is called _often_)
954 * 582 *
955 * action is a hint of what the caller believes need to be done. 583 * 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: 584 * current action are:
961 * UP_OBJ_INSERT: op was inserted 585 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed 586 * UP_OBJ_REMOVE: op was removed
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 587 * 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. 588 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 589 * UP_OBJ_FACE: only the objects face has changed.
966 */ 590 */
967 591void
968void update_object(object *op, int action) { 592update_object (object *op, int action)
969 int update_now=0, flags; 593{
970 MoveType move_on, move_off, move_block, move_slow; 594 MoveType move_on, move_off, move_block, move_slow;
971 595
972 if (op == NULL) { 596 if (op == NULL)
597 {
973 /* this should never happen */ 598 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 599 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 600 return;
976 }
977 601 }
978 if(op->env!=NULL) { 602
603 if (op->env)
604 {
979 /* Animation is currently handled by client, so nothing 605 /* Animation is currently handled by client, so nothing
980 * to do in this case. 606 * to do in this case.
981 */ 607 */
982 return; 608 return;
983 } 609 }
984 610
985 /* If the map is saving, don't do anything as everything is 611 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 612 * going to get freed anyways.
987 */ 613 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 614 if (!op->map || op->map->in_memory == MAP_SAVING)
989 615 return;
616
990 /* make sure the object is within map boundaries */ 617 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 618 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)) { 619 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 620 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 621#ifdef MANY_CORES
995 abort(); 622 abort ();
996#endif 623#endif
997 return; 624 return;
998 }
999 625 }
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 626
627 mapspace &m = op->ms ();
628
629 if (!(m.flags_ & P_UPTODATE))
630 /* nop */;
1007 if (action == UP_OBJ_INSERT) { 631 else if (action == UP_OBJ_INSERT)
632 {
633 // this is likely overkill, TODO: revisit (schmorp)
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 634 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)) 635 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1012 update_now=1; 636 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1013 637 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
638 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 639 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1015 update_now=1; 640 || (m.move_on | op->move_on ) != m.move_on
1016 641 || (m.move_off | op->move_off ) != m.move_off
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 642 || (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 643 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 644 * to have move_allow right now.
1024 */ 645 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1026 update_now=1; 647 || 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; 648 m.flags_ = 0;
1028 } 649 }
1029 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 652 * that is being removed.
1032 */ 653 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 655 m.flags_ = 0;
1035 } else if (action == UP_OBJ_FACE) { 656 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 657 /* Nothing to do for that case */ ;
1037 }
1038 else { 658 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 660
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) 661 if (op->more)
1048 update_object(op->more, action); 662 update_object (op->more, action);
1049} 663}
1050 664
665object *object::first;
1051 666
1052/* 667object::object ()
1053 * free_object() frees everything allocated by an object, removes 668{
1054 * it from the list of used objects, and puts it on the list of 669 SET_FLAG (this, FLAG_REMOVED);
1055 * free objects. The IS_FREED() flag is set in the object. 670
1056 * The object must have been removed by remove_ob() first for 671 expmul = 1.0;
1057 * this function to succeed. 672 face = blank_face;
673}
674
675object::~object ()
676{
677 free_key_values (this);
678}
679
680static int object_count;
681
682void object::link ()
683{
684 assert (!index);//D
685 uuid = gen_uuid ();
686 count = ++object_count;
687
688 refcnt_inc ();
689 objects.insert (this);
690}
691
692void object::unlink ()
693{
694 assert (index);//D
695 objects.erase (this);
696 refcnt_dec ();
697}
698
699void
700object::activate ()
701{
702 /* If already on active list, don't do anything */
703 if (active)
704 return;
705
706 if (has_active_speed ())
707 actives.insert (this);
708}
709
710void
711object::activate_recursive ()
712{
713 activate ();
714
715 for (object *op = inv; op; op = op->below)
716 op->activate_recursive ();
717}
718
719/* This function removes object 'op' from the list of active
720 * objects.
721 * This should only be used for style maps or other such
722 * reference maps where you don't want an object that isn't
723 * in play chewing up cpu time getting processed.
724 * The reverse of this is to call update_ob_speed, which
725 * will do the right thing based on the speed of the object.
1058 * 726 */
1059 * If free_inventory is set, free inventory as well. Else drop items in 727void
1060 * inventory to the ground. 728object::deactivate ()
1061 */ 729{
730 /* If not on the active list, nothing needs to be done */
731 if (!active)
732 return;
1062 733
1063void free_object(object *ob) { 734 actives.erase (this);
1064 free_object2(ob, 0);
1065} 735}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 736
1069 ob->clear (); 737void
738object::deactivate_recursive ()
739{
740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
1070 742
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 743 deactivate ();
1072 LOG(llevDebug,"Free object called with non removed object\n"); 744}
1073 dump_object(ob); 745
1074#ifdef MANY_CORES 746void
1075 abort(); 747object::set_flag_inv (int flag, int value)
1076#endif 748{
749 for (object *op = inv; op; op = op->below)
1077 } 750 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 751 op->flag [flag] = value;
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 752 op->set_flag_inv (flag, value);
1080 remove_friendly_object(ob);
1081 } 753 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 754}
1083 dump_object(ob); 755
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 756/*
1085 return; 757 * Remove and free all objects in the inventory of the given object.
1086 } 758 * object.c ?
1087 if(ob->more!=NULL) { 759 */
1088 free_object2(ob->more, free_inventory); 760void
1089 ob->more=NULL; 761object::destroy_inv (bool drop_to_ground)
1090 } 762{
1091 if (ob->inv) { 763 // need to check first, because the checks below might segfault
764 // as we might be on an invalid mapspace and crossfire code
765 // is too buggy to ensure that the inventory is empty.
766 // corollary: if you create arrows etc. with stuff in tis inventory,
767 // cf will crash below with off-map x and y
768 if (!inv)
769 return;
770
1092 /* Only if the space blocks everything do we not process - 771 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 772 * if some form of movement is allowed, let objects
1094 * drop on that space. 773 * drop on that space.
1095 */ 774 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 775 if (!drop_to_ground
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 776 || !map
1098 { 777 || map->in_memory != MAP_IN_MEMORY
1099 op=ob->inv; 778 || ms ().move_block == MOVE_ALL)
1100 while(op!=NULL) { 779 {
1101 tmp=op->below; 780 while (inv)
1102 remove_ob(op); 781 {
1103 free_object2(op, free_inventory); 782 inv->destroy_inv (drop_to_ground);
1104 op=tmp; 783 inv->destroy ();
784 }
1105 } 785 }
1106 } 786 else
1107 else { /* Put objects in inventory onto this space */ 787 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 788 while (inv)
1109 while(op!=NULL) { 789 {
1110 tmp=op->below; 790 object *op = inv;
1111 remove_ob(op); 791
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 792 if (op->flag [FLAG_STARTEQUIP]
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 793 || op->flag [FLAG_NO_DROP]
1114 free_object(op); 794 || op->type == RUNE
1115 else { 795 || op->type == TRAP
1116 op->x=ob->x; 796 || op->flag [FLAG_IS_A_TEMPLATE]
1117 op->y=ob->y; 797 || op->flag [FLAG_DESTROY_ON_DEATH])
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 798 op->destroy ();
1119 } 799 else
1120 op=tmp; 800 map->insert (op, x, y);
801 }
1121 } 802 }
1122 } 803}
804
805object *object::create ()
806{
807 object *op = new object;
808 op->link ();
809 return op;
810}
811
812void
813object::do_destroy ()
814{
815 attachable::do_destroy ();
816
817 if (flag [FLAG_IS_LINKED])
818 remove_button_link (this);
819
820 if (flag [FLAG_FRIENDLY])
821 remove_friendly_object (this);
822
823 if (!flag [FLAG_REMOVED])
824 remove ();
825
826 destroy_inv (true);
827
828 deactivate ();
829 unlink ();
830
831 flag [FLAG_FREED] = 1;
832
833 // hack to ensure that freed objects still have a valid map
834 {
835 static maptile *freed_map; // freed objects are moved here to avoid crashes
836
837 if (!freed_map)
838 {
839 freed_map = new maptile;
840
841 freed_map->name = "/internal/freed_objects_map";
842 freed_map->width = 3;
843 freed_map->height = 3;
844
845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
1123 } 847 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127 848
1128 SET_FLAG(ob, FLAG_FREED); 849 map = freed_map;
1129 ob->count = 0; 850 x = 1;
1130 851 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 852 }
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 853
854 head = 0;
855
856 if (more)
1153 857 {
1154 /* Why aren't events freed? */ 858 more->destroy ();
1155 free_key_values(ob); 859 more = 0;
860 }
1156 861
1157#if 0 /* MEMORY_DEBUG*/ 862 // 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 863 owner = 0;
1159 * presumes the freed_object will stick around for at least a little 864 enemy = 0;
1160 * bit 865 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} 866}
1180 867
1181/* 868void
1182 * count_free() returns the number of objects on the list of free objects. 869object::destroy (bool destroy_inventory)
1183 */ 870{
1184 871 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; 872 return;
1191}
1192 873
1193/* 874 if (destroy_inventory)
1194 * count_used() returns the number of objects on the list of used objects. 875 destroy_inv (false);
1195 */
1196 876
1197int count_used(void) { 877 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} 878}
1216 879
1217/* 880/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 881 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 882 * weight of an object (and what is carried by it's environment(s)).
1220 */ 883 */
1221 884void
1222void sub_weight (object *op, signed long weight) { 885sub_weight (object *op, signed long weight)
886{
1223 while (op != NULL) { 887 while (op != NULL)
888 {
1224 if (op->type == CONTAINER) { 889 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 890 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 891
1227 op->carrying-=weight; 892 op->carrying -= weight;
1228 op = op->env; 893 op = op->env;
1229 } 894 }
1230} 895}
1231 896
1232/* remove_ob(op): 897/* op->remove ():
1233 * This function removes the object op from the linked list of objects 898 * 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 899 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 900 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 901 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 902 * the previous environment.
1238 * Beware: This function is called from the editor as well! 903 * Beware: This function is called from the editor as well!
1239 */ 904 */
1240 905void
1241void remove_ob(object *op) { 906object::remove ()
907{
1242 object *tmp,*last=NULL; 908 object *tmp, *last = 0;
1243 object *otmp; 909 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 910
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 911 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 912 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 913
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); 914 SET_FLAG (this, FLAG_REMOVED);
915 INVOKE_OBJECT (REMOVE, this);
1270 916
917 if (more)
918 more->remove ();
919
1271 /* 920 /*
1272 * In this case, the object to be removed is in someones 921 * In this case, the object to be removed is in someones
1273 * inventory. 922 * inventory.
1274 */ 923 */
1275 if(op->env!=NULL) { 924 if (env)
1276 if(op->nrof) 925 {
926 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 927 sub_weight (env, weight * nrof);
1278 else 928 else
1279 sub_weight(op->env, op->weight+op->carrying); 929 sub_weight (env, weight + carrying);
1280 930
1281 /* NO_FIX_PLAYER is set when a great many changes are being 931 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 932 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 933 * to save cpu time.
1284 */ 934 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 935 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 936 otmp->update_stats ();
1287 fix_player(otmp);
1288 937
1289 if(op->above!=NULL) 938 if (above)
1290 op->above->below=op->below; 939 above->below = below;
1291 else 940 else
1292 op->env->inv=op->below; 941 env->inv = below;
1293 942
1294 if(op->below!=NULL) 943 if (below)
1295 op->below->above=op->above; 944 below->above = above;
1296 945
1297 /* we set up values so that it could be inserted into 946 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 947 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 948 * 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 */ 949 */
950 x = env->x, y = env->y;
951 map = env->map;
952 above = 0, below = 0;
953 env = 0;
954 }
955 else if (map)
956 {
957 if (type == PLAYER)
958 {
959 --map->players;
960 map->touch ();
961 }
1333 962
963 map->dirty = true;
964
1334 /* link the object above us */ 965 /* link the object above us */
1335 if (op->above) 966 if (above)
1336 op->above->below=op->below; 967 above->below = below;
1337 else 968 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 969 map->at (x, y).top = below; /* we were top, set new top */
1339 970
1340 /* Relink the object below us, if there is one */ 971 /* Relink the object below us, if there is one */
1341 if(op->below) { 972 if (below)
1342 op->below->above=op->above; 973 below->above = above;
1343 } else { 974 else
975 {
1344 /* Nothing below, which means we need to relink map object for this space 976 /* 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 977 * use translated coordinates in case some oddness with map tiling is
1346 * evident 978 * evident
1347 */ 979 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 980 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 981 {
982 char *dump = dump_object (this);
983 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); 984 "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)); 985 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 986 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 987 LOG (llevError, "%s\n", dump);
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 988 free (dump);
1355 } 989 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 990
991 map->at (x, y).bot = above; /* goes on above it. */
992 }
993
994 above = 0;
995 below = 0;
996
1359 if (op->map->in_memory == MAP_SAVING) 997 if (map->in_memory == MAP_SAVING)
1360 return; 998 return;
1361 999
1362 tag = op->count; 1000 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1001
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1002 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1003 {
1365 /* No point updating the players look faces if he is the object 1004 /* No point updating the players look faces if he is the object
1366 * being removed. 1005 * being removed.
1367 */ 1006 */
1368 1007
1369 if(tmp->type==PLAYER && tmp!=op) { 1008 if (tmp->type == PLAYER && tmp != this)
1009 {
1370 /* If a container that the player is currently using somehow gets 1010 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1011 * removed (most likely destroyed), update the player view
1372 * appropriately. 1012 * appropriately.
1373 */ 1013 */
1374 if (tmp->container==op) { 1014 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1015 {
1376 tmp->container=NULL; 1016 flag [FLAG_APPLIED] = 0;
1377 } 1017 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1018 }
1379 } 1019
1020 if (tmp->contr->ns)
1021 tmp->contr->ns->floorbox_update ();
1022 }
1023
1380 /* See if player moving off should effect something */ 1024 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1025 if (check_walk_off
1026 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1027 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1028 {
1029 move_apply (tmp, this, 0);
1383 1030
1384 move_apply(tmp, op, NULL); 1031 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1032 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 " 1033 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1034
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1035 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1036 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1393 if(tmp->above == tmp) 1037 if (tmp->above == tmp)
1394 tmp->above = NULL; 1038 tmp->above = 0;
1395 last=tmp; 1039
1396 } 1040 last = tmp;
1041 }
1042
1397 /* last == NULL of there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1044 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1045 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1046 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 1047 else
1408 update_object(last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1409 1049
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1051 update_all_los (map, x, y);
1412 1052 }
1413} 1053}
1414 1054
1415/* 1055/*
1416 * merge_ob(op,top): 1056 * merge_ob(op,top):
1417 * 1057 *
1418 * This function goes through all objects below and including top, and 1058 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1059 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1060 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1061 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1062 */
1423 1063object *
1424object *merge_ob(object *op, object *top) { 1064merge_ob (object *op, object *top)
1065{
1425 if(!op->nrof) 1066 if (!op->nrof)
1426 return 0; 1067 return 0;
1427 if(top==NULL) 1068
1069 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1070 for (top = op; top && top->above; top = top->above)
1071 ;
1072
1429 for(;top!=NULL;top=top->below) { 1073 for (; top; top = top->below)
1074 {
1430 if(top==op) 1075 if (top == op)
1431 continue; 1076 continue;
1432 if (CAN_MERGE(op,top)) 1077
1433 { 1078 if (object::can_merge (op, top))
1079 {
1434 top->nrof+=op->nrof; 1080 top->nrof += op->nrof;
1081
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1082/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1083 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1084 op->destroy ();
1438 free_object(op);
1439 return top; 1085 return top;
1440 } 1086 }
1441 } 1087 }
1088
1442 return NULL; 1089 return 0;
1443} 1090}
1444 1091
1445/* 1092/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1093 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1094 * job preparing multi-part monsters
1448 */ 1095 */
1096object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1097insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1098{
1451 if (op->head) 1099 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1100 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1101 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1102 tmp->y = y + tmp->arch->clone.y;
1456 } 1103 }
1104
1457 return insert_ob_in_map (op, m, originator, flag); 1105 return insert_ob_in_map (op, m, originator, flag);
1458} 1106}
1459 1107
1460/* 1108/*
1461 * insert_ob_in_map (op, map, originator, flag): 1109 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1110 * This function inserts the object in the two-way linked list
1475 * Return value: 1123 * Return value:
1476 * new object if 'op' was merged with other object 1124 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1125 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1126 * just 'op' otherwise
1479 */ 1127 */
1480 1128object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1129insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1130{
1483 object *tmp, *top, *floor=NULL; 1131 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1132 sint16 x, y;
1485 1133
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1134 if (QUERY_FLAG (op, FLAG_FREED))
1135 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1136 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1137 return NULL;
1138 }
1139
1140 if (!m)
1489 } 1141 {
1490 if(m==NULL) { 1142 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1143 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1144 free (dump);
1145 return op;
1494 } 1146 }
1147
1495 if(out_of_map(m,op->x,op->y)) { 1148 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1149 {
1150 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1151 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1152#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1153 /* 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 1154 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1155 * improperly inserted.
1502 */ 1156 */
1503 abort(); 1157 abort ();
1504#endif 1158#endif
1505 return op; 1159 free (dump);
1160 return op;
1506 } 1161 }
1162
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1163 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1164 {
1165 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1166 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1167 free (dump);
1168 return op;
1169 }
1170
1171 if (op->more)
1511 } 1172 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1514 1174
1515 object *more = op->more; 1175 object *more = op->more;
1516 1176
1517 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1518 * we set the map, that doesn't work if the location is within 1178 * 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 1179 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1521 */ 1181 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1182 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); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1184 else if (!more->map)
1185 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1186 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1187 * more->map should always point to the parent.
1530 */ 1188 */
1531 more->map = m; 1189 more->map = m;
1532 } 1190 }
1533 1191
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1192 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1193 {
1535 if ( ! op->head) 1194 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1195 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL; 1196
1538 } 1197 return 0;
1198 }
1539 } 1199 }
1200
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1201 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1202
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 1203 /* 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 1204 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1205 * need extra work
1549 */ 1206 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1207 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1208 x = op->x;
1552 y = op->y; 1209 y = op->y;
1553 1210
1554 /* this has to be done after we translate the coordinates. 1211 /* this has to be done after we translate the coordinates.
1555 */ 1212 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1213 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1214 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1215 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1216 {
1560 remove_ob(tmp); 1217 op->nrof += tmp->nrof;
1561 free_object(tmp); 1218 tmp->destroy ();
1562 } 1219 }
1563 }
1564 1220
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1221 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1222 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1223
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1224 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1225 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1226
1570 if (flag & INS_BELOW_ORIGINATOR) { 1227 if (flag & INS_BELOW_ORIGINATOR)
1228 {
1571 if (originator->map != op->map || originator->x != op->x || 1229 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1230 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1231 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1232 abort ();
1575 } 1233 }
1234
1576 op->above = originator; 1235 op->above = originator;
1577 op->below = originator->below; 1236 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1237
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1238 if (op->below)
1239 op->below->above = op;
1240 else
1241 op->ms ().bot = op;
1242
1580 /* since *below* originator, no need to update top */ 1243 /* since *below* originator, no need to update top */
1581 originator->below = op; 1244 originator->below = op;
1582 } else { 1245 }
1246 else
1247 {
1583 /* If there are other objects, then */ 1248 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1249 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1585 object *last=NULL; 1250 {
1586 /* 1251 object *last = 0;
1252
1253 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1254 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1255 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1256 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1257 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1258 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1259 * 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 1260 * 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 1261 * 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 1262 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1263 * that flying non pickable objects are spell objects.
1597 */ 1264 */
1265 while (top)
1266 {
1267 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1268 floor = top;
1598 1269
1599 while (top != NULL) { 1270 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 { 1271 {
1606 /* We insert above top, so we want this object below this */ 1272 /* We insert above top, so we want this object below this */
1607 top=top->below; 1273 top = top->below;
1608 break; 1274 break;
1609 } 1275 }
1610 last = top; 1276
1611 top = top->above; 1277 last = top;
1612 } 1278 top = top->above;
1279 }
1280
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1281 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1282 top = last;
1615 1283
1616 /* We let update_position deal with figuring out what the space 1284 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1285 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1286 * makes things faster, and effectively the same result.
1619 */ 1287 */
1620 1288
1621 /* Have object 'fall below' other objects that block view. 1289 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1290 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1291 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1292 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1293 * stacking is a bit odd.
1626 */ 1294 */
1627 if (!(flag & INS_ON_TOP) && 1295 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1296 (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)) { 1297 {
1630 for (last=top; last != floor; last=last->below) 1298 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1299 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1300 break;
1632 /* Check to see if we found the object that blocks view, 1301 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1302 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1303 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1304 * set top to the object below us.
1636 */ 1305 */
1637 if (last && last->below && last != floor) top=last->below; 1306 if (last && last->below && last != floor)
1638 } 1307 top = last->below;
1639 } /* If objects on this space */ 1308 }
1309 } /* If objects on this space */
1310
1640 if (flag & INS_MAP_LOAD) 1311 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1312 top = GET_MAP_TOP (op->map, op->x, op->y);
1313
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1314 if (flag & INS_ABOVE_FLOOR_ONLY)
1315 top = floor;
1643 1316
1644 /* Top is the object that our object (op) is going to get inserted above. 1317 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1318 */
1646 1319
1647 /* First object on this space */ 1320 /* First object on this space */
1648 if (!top) { 1321 if (!top)
1322 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1323 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1324
1651 op->below = NULL; 1325 if (op->above)
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1326 op->above->below = op;
1653 } else { /* get inserted into the stack above top */ 1327
1328 op->below = 0;
1329 op->ms ().bot = op;
1330 }
1331 else
1332 { /* get inserted into the stack above top */
1654 op->above = top->above; 1333 op->above = top->above;
1655 if (op->above) op->above->below = op; 1334
1335 if (op->above)
1336 op->above->below = op;
1337
1656 op->below = top; 1338 op->below = top;
1657 top->above = op; 1339 top->above = op;
1658 } 1340 }
1659 if (op->above==NULL) 1341
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1342 if (!op->above)
1343 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1344 } /* else not INS_BELOW_ORIGINATOR */
1662 1345
1663 if(op->type==PLAYER) 1346 if (op->type == PLAYER)
1347 {
1664 op->contr->do_los=1; 1348 op->contr->do_los = 1;
1349 ++op->map->players;
1350 op->map->touch ();
1351 }
1665 1352
1353 op->map->dirty = true;
1354
1666 /* If we have a floor, we know the player, if any, will be above 1355 /* 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. 1356 * it, so save a few ticks and start from there.
1668 */ 1357 */
1669 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1359 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1360 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1361 pl->contr->ns->floorbox_update ();
1673 }
1674 1362
1675 /* If this object glows, it may affect lighting conditions that are 1363 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1364 * 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 1365 * 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 1366 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1370 * of effect may be sufficient.
1683 */ 1371 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1686 1374
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1375 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1376 update_object (op, UP_OBJ_INSERT);
1690 1377
1378 INVOKE_OBJECT (INSERT, op);
1691 1379
1692 /* Don't know if moving this to the end will break anything. However, 1380 /* 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. 1381 * we want to have floorbox_update called before calling this.
1694 * 1382 *
1695 * check_move_on() must be after this because code called from 1383 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1384 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1385 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1386 * update_object().
1699 */ 1387 */
1700 1388
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1389 /* 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) { 1390 if (!(flag & INS_NO_WALK_ON) && !op->head)
1391 {
1704 if (check_move_on(op, originator)) 1392 if (check_move_on (op, originator))
1705 return NULL; 1393 return 0;
1706 1394
1707 /* If we are a multi part object, lets work our way through the check 1395 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1396 * walk on's.
1709 */ 1397 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1398 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1399 if (check_move_on (tmp, originator))
1712 return NULL; 1400 return 0;
1713 } 1401 }
1402
1714 return op; 1403 return op;
1715} 1404}
1716 1405
1717/* this function inserts an object in the map, but if it 1406/* 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. 1407 * 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. 1408 * op is the object to insert it under: supplies x and the map.
1720 */ 1409 */
1410void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1411replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1412{
1723 object *tmp1; 1413 object *tmp, *tmp1;
1724 1414
1725 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1726 1416
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1419 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1420
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1422
1736 1423 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1424 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1425 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1426}
1427
1428object *
1429object::insert_at (object *where, object *originator, int flags)
1430{
1431 where->map->insert (this, where->x, where->y, originator, flags);
1432}
1740 1433
1741/* 1434/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1435 * 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 1436 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1437 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1438 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1439 * global static errmsg array.
1747 */ 1440 */
1748 1441object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1442get_split_ob (object *orig_ob, uint32 nr)
1443{
1750 object *newob; 1444 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1445 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1446
1753 if(orig_ob->nrof<nr) { 1447 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 } 1448 {
1449 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1450 return NULL;
1451 }
1452
1758 newob = object_create_clone(orig_ob); 1453 newob = object_create_clone (orig_ob);
1454
1759 if((orig_ob->nrof-=nr)<1) { 1455 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1456 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1457 else if (!is_removed)
1458 {
1765 if(orig_ob->env!=NULL) 1459 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1460 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1461 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1462 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1463 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"); 1464 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1465 return NULL;
1772 } 1466 }
1773 } 1467 }
1468
1774 newob->nrof=nr; 1469 newob->nrof = nr;
1775 1470
1776 return newob; 1471 return newob;
1777} 1472}
1778 1473
1779/* 1474/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1475 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1476 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1477 * is subsequently removed and freed.
1783 * 1478 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1479 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1480 */
1786 1481
1482object *
1787object *decrease_ob_nr (object *op, uint32 i) 1483decrease_ob_nr (object *op, uint32 i)
1788{ 1484{
1789 object *tmp; 1485 object *tmp;
1790 player *pl;
1791 1486
1792 if (i == 0) /* objects with op->nrof require this check */ 1487 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1488 return op;
1794 1489
1795 if (i > op->nrof) 1490 if (i > op->nrof)
1796 i = op->nrof; 1491 i = op->nrof;
1797 1492
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1493 if (QUERY_FLAG (op, FLAG_REMOVED))
1494 op->nrof -= i;
1495 else if (op->env)
1496 {
1497 /* is this object in the players inventory, or sub container
1498 * therein?
1499 */
1500 tmp = op->in_player ();
1501 /* nope. Is this a container the player has opened?
1502 * If so, set tmp to that player.
1503 * IMO, searching through all the players will mostly
1504 * likely be quicker than following op->env to the map,
1505 * and then searching the map for a player.
1506 */
1507 if (!tmp)
1508 for_all_players (pl)
1509 if (pl->ob->container == op->env)
1510 {
1511 tmp = pl->ob;
1512 break;
1513 }
1514
1515 if (i < op->nrof)
1516 {
1517 sub_weight (op->env, op->weight * i);
1518 op->nrof -= i;
1519 if (tmp)
1520 esrv_send_item (tmp, op);
1521 }
1522 else
1523 {
1524 op->remove ();
1525 op->nrof = 0;
1526 if (tmp)
1527 esrv_del_item (tmp->contr, op->count);
1528 }
1799 { 1529 }
1530 else
1531 {
1532 object *above = op->above;
1533
1534 if (i < op->nrof)
1800 op->nrof -= i; 1535 op->nrof -= i;
1801 } 1536 else
1802 else if (op->env != NULL) 1537 {
1803 { 1538 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; 1539 op->nrof = 0;
1540 }
1541
1542 /* Since we just removed op, op->above is null */
1543 for (tmp = above; tmp; tmp = tmp->above)
1544 if (tmp->type == PLAYER)
1545 {
1824 if (tmp) { 1546 if (op->nrof)
1825 esrv_send_item(tmp, op); 1547 esrv_send_item (tmp, op);
1826 } 1548 else
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count); 1549 esrv_del_item (tmp->contr, op->count);
1832 } 1550 }
1833 }
1834 }
1835 else
1836 { 1551 }
1837 object *above = op->above;
1838 1552
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) { 1553 if (op->nrof)
1856 return op; 1554 return op;
1857 } else { 1555 else
1858 free_object (op); 1556 {
1557 op->destroy ();
1859 return NULL; 1558 return 0;
1860 } 1559 }
1861} 1560}
1862 1561
1863/* 1562/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1563 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1564 * and also updates how much the environment(s) is/are carrying.
1866 */ 1565 */
1867 1566
1567void
1868void add_weight (object *op, signed long weight) { 1568add_weight (object *op, signed long weight)
1569{
1869 while (op!=NULL) { 1570 while (op != NULL)
1571 {
1870 if (op->type == CONTAINER) { 1572 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1573 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1574
1873 op->carrying+=weight; 1575 op->carrying += weight;
1874 op=op->env; 1576 op = op->env;
1875 } 1577 }
1876} 1578}
1877 1579
1580object *
1581insert_ob_in_ob (object *op, object *where)
1582{
1583 if (!where)
1584 {
1585 char *dump = dump_object (op);
1586 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1587 free (dump);
1588 return op;
1589 }
1590
1591 if (where->head)
1592 {
1593 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1594 where = where->head;
1595 }
1596
1597 return where->insert (op);
1598}
1599
1878/* 1600/*
1879 * insert_ob_in_ob(op,environment): 1601 * env->insert (op)
1880 * This function inserts the object op in the linked list 1602 * This function inserts the object op in the linked list
1881 * inside the object environment. 1603 * inside the object environment.
1882 * 1604 *
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 1605 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1606 * be != op, if items are merged. -Tero
1890 */ 1607 */
1891 1608
1892object *insert_ob_in_ob(object *op,object *where) { 1609object *
1610object::insert (object *op)
1611{
1893 object *tmp, *otmp; 1612 object *tmp, *otmp;
1894 1613
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1614 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1615 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1616
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) { 1617 if (op->more)
1618 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1619 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1620 return op;
1914 } 1621 }
1622
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1623 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1624 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1625 if (op->nrof)
1626 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1627 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1628 if (object::can_merge (tmp, op))
1629 {
1920 /* return the original object and remove inserted object 1630 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1631 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1632 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1633 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1634 * tmp->nrof, we need to increase the weight.
1925 */ 1635 */
1926 add_weight (where, op->weight*op->nrof); 1636 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1637 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1638 op->destroy (); /* free the inserted object */
1929 op = tmp; 1639 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1640 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1641 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1642 break;
1933 } 1643 }
1934 1644
1935 /* I assume combined objects have no inventory 1645 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1646 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1647 * (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 1648 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1649 * the linking below
1940 */ 1650 */
1941 add_weight (where, op->weight*op->nrof); 1651 add_weight (this, op->weight * op->nrof);
1652 }
1942 } else 1653 else
1943 add_weight (where, (op->weight+op->carrying)); 1654 add_weight (this, (op->weight + op->carrying));
1944 1655
1945 otmp=is_player_inv(where); 1656 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1657 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1658 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1659 otmp->update_stats ();
1949 }
1950 1660
1951 op->map=NULL; 1661 op->map = 0;
1952 op->env=where; 1662 op->env = this;
1953 op->above=NULL; 1663 op->above = 0;
1954 op->below=NULL; 1664 op->below = 0;
1955 op->x=0,op->y=0; 1665 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1666
1958 /* reset the light list and los of the players on the map */ 1667 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1668 if ((op->glow_radius != 0) && map)
1960 { 1669 {
1961#ifdef DEBUG_LIGHTS 1670#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1671 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1672#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1673 if (map->darkness)
1674 update_all_los (map, x, y);
1966 } 1675 }
1967 1676
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1677 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1678 * It sure simplifies this function...
1970 */ 1679 */
1971 if (where->inv==NULL) 1680 if (!inv)
1972 where->inv=op; 1681 inv = op;
1973 else { 1682 else
1683 {
1974 op->below = where->inv; 1684 op->below = inv;
1975 op->below->above = op; 1685 op->below->above = op;
1976 where->inv = op; 1686 inv = op;
1977 } 1687 }
1688
1689 INVOKE_OBJECT (INSERT, this);
1690
1978 return op; 1691 return op;
1979} 1692}
1980 1693
1981/* 1694/*
1982 * Checks if any objects has a move_type that matches objects 1695 * Checks if any objects has a move_type that matches objects
1996 * 1709 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1710 * 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 1711 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1712 * on top.
2000 */ 1713 */
2001 1714int
2002int check_move_on (object *op, object *originator) 1715check_move_on (object *op, object *originator)
2003{ 1716{
2004 object *tmp; 1717 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1718 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1719 int x = op->x, y = op->y;
1720
2008 MoveType move_on, move_slow, move_block; 1721 MoveType move_on, move_slow, move_block;
2009 1722
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1723 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; 1724 return 0;
1725
1726 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1727 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1728 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1729
1730 /* if nothing on this space will slow op down or be applied,
1731 * no need to do checking below. have to make sure move_type
1732 * is set, as lots of objects don't have it set - we treat that
1733 * as walking.
1734 */
1735 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1736 return 0;
1737
1738 /* This is basically inverse logic of that below - basically,
1739 * if the object can avoid the move on or slow move, they do so,
1740 * but can't do it if the alternate movement they are using is
1741 * blocked. Logic on this seems confusing, but does seem correct.
1742 */
1743 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1744 return 0;
1745
1746 /* The objects have to be checked from top to bottom.
1747 * Hence, we first go to the top:
1748 */
1749
1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1751 {
1752 /* Trim the search when we find the first other spell effect
1753 * this helps performance so that if a space has 50 spell objects,
1754 * we don't need to check all of them.
1755 */
1756 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1757 break;
1758 }
1759
1760 for (; tmp; tmp = tmp->below)
1761 {
1762 if (tmp == op)
1763 continue; /* Can't apply yourself */
1764
1765 /* Check to see if one of the movement types should be slowed down.
1766 * Second check makes sure that the movement types not being slowed
1767 * (~slow_move) is not blocked on this space - just because the
1768 * space doesn't slow down swimming (for example), if you can't actually
1769 * swim on that space, can't use it to avoid the penalty.
1770 */
1771 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1772 {
1773 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1774 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1775 {
1776
1777 float
1778 diff = tmp->move_slow_penalty * FABS (op->speed);
1779
1780 if (op->type == PLAYER)
1781 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1782 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1783 diff /= 4.0;
1784
1785 op->speed_left -= diff;
1786 }
1787 }
1788
1789 /* Basically same logic as above, except now for actual apply. */
1790 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1791 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1792 {
1793 move_apply (tmp, op, originator);
1794
1795 if (op->destroyed ())
1796 return 1;
1797
1798 /* what the person/creature stepped onto has moved the object
1799 * someplace new. Don't process any further - if we did,
1800 * have a feeling strange problems would result.
1801 */
1802 if (op->map != m || op->x != x || op->y != y)
1803 return 0;
1804 }
1805 }
1806
1807 return 0;
2091} 1808}
2092 1809
2093/* 1810/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1811 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1812 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
2097 */ 1814 */
2098 1815object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1816present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1817{
2101 if(m==NULL || out_of_map(m,x,y)) { 1818 if (!m || out_of_map (m, x, y))
1819 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1821 return NULL;
2104 } 1822 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1823
1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2106 if(tmp->arch == at) 1825 if (tmp->arch == at)
2107 return tmp; 1826 return tmp;
1827
2108 return NULL; 1828 return NULL;
2109} 1829}
2110 1830
2111/* 1831/*
2112 * present(type, map, x, y) searches for any objects with 1832 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1833 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
2115 */ 1835 */
2116 1836object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1837present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1838{
2119 if(out_of_map(m,x,y)) { 1839 if (out_of_map (m, x, y))
1840 {
2120 LOG(llevError,"Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1842 return NULL;
2122 } 1843 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1844
1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1846 if (tmp->type == type)
2125 return tmp; 1847 return tmp;
1848
2126 return NULL; 1849 return NULL;
2127} 1850}
2128 1851
2129/* 1852/*
2130 * present_in_ob(type, object) searches for any objects with 1853 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1854 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2133 */ 1856 */
2134 1857object *
2135object *present_in_ob(unsigned char type, const object *op) { 1858present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1859{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1860 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1861 if (tmp->type == type)
2139 return tmp; 1862 return tmp;
1863
2140 return NULL; 1864 return NULL;
2141} 1865}
2142 1866
2143/* 1867/*
2144 * present_in_ob (type, str, object) searches for any objects with 1868 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1876 * 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 1877 * 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 1878 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1879 * to be unique.
2156 */ 1880 */
2157 1881object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1882present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1883{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1885 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1886 return tmp;
2164 } 1887
2165 return NULL; 1888 return 0;
2166} 1889}
2167 1890
2168/* 1891/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1892 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1893 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1894 * The first matching object is returned, or NULL if none.
2172 */ 1895 */
2173 1896object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1897present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1898{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1899 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1900 if (tmp->arch == at)
2178 return tmp; 1901 return tmp;
1902
2179 return NULL; 1903 return NULL;
2180} 1904}
2181 1905
2182/* 1906/*
2183 * activate recursively a flag on an object inventory 1907 * activate recursively a flag on an object inventory
2184 */ 1908 */
1909void
2185void flag_inv(object*op, int flag){ 1910flag_inv (object *op, int flag)
2186 object *tmp; 1911{
2187 if(op->inv) 1912 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1913 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1914 {
2189 SET_FLAG(tmp, flag); 1915 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1916 flag_inv (tmp, flag);
2191 } 1917 }
1918}
1919
2192}/* 1920/*
2193 * desactivate recursively a flag on an object inventory 1921 * deactivate recursively a flag on an object inventory
2194 */ 1922 */
1923void
2195void unflag_inv(object*op, int flag){ 1924unflag_inv (object *op, int flag)
2196 object *tmp; 1925{
2197 if(op->inv) 1926 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1927 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1928 {
2199 CLEAR_FLAG(tmp, flag); 1929 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1930 unflag_inv (tmp, flag);
2201 } 1931 }
2202} 1932}
2203 1933
2204/* 1934/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1935 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1936 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1937 * 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. 1938 * him/her-self and all object carried by a call to this function.
2209 */ 1939 */
2210 1940void
2211void set_cheat(object *op) { 1941set_cheat (object *op)
1942{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1943 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1944 flag_inv (op, FLAG_WAS_WIZ);
2214} 1945}
2215 1946
2216/* 1947/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1948 * 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 1949 * 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 1963 * 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 1964 * 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 1965 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1966 * customized, changed states, etc.
2236 */ 1967 */
2237 1968int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1969find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1970{
2239 int i,index=0, flag; 1971 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 1972 int altern[SIZEOFFREE];
2241 1973
2242 for(i=start;i<stop;i++) { 1974 for (int i = start; i < stop; i++)
1975 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1976 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 1977 if (!flag)
2245 altern[index++]=i; 1978 altern [index++] = i;
2246 1979
2247 /* Basically, if we find a wall on a space, we cut down the search size. 1980 /* 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. 1981 * 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 - 1982 * 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 1983 * 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 1984 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 1985 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 1986 * won't look 2 spaces south of the target space.
2254 */ 1987 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1988 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 1989 stop = maxfree[i];
2257 } 1990 }
2258 if(!index) return -1; 1991
1992 if (!index)
1993 return -1;
1994
2259 return altern[RANDOM()%index]; 1995 return altern[RANDOM () % index];
2260} 1996}
2261 1997
2262/* 1998/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2001 * 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. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2003 */
2268 2004int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2006{
2271 for(i=0;i<SIZEOFFREE;i++) { 2007 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2008 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2009 return i;
2274 } 2010
2275 return -1; 2011 return -1;
2276} 2012}
2277 2013
2278/* 2014/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2018 */
2019static void
2282static void permute(int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2283{ 2021{
2284 int i, j, tmp, len; 2022 arr += begin;
2023 end -= begin;
2285 2024
2286 len = end-begin; 2025 while (--end)
2287 for(i = begin; i < end; i++) 2026 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} 2027}
2296 2028
2297/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2030 * 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 2031 * 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 2032 * 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 2033 * 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. 2034 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2035 */
2036void
2304void get_search_arr(int *search_arr) 2037get_search_arr (int *search_arr)
2305{ 2038{
2306 int i; 2039 int i;
2307 2040
2308 for(i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2042 search_arr[i] = i;
2311 }
2312 2043
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2047}
2317 2048
2318/* 2049/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2050 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2051 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * 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 2057 * 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 2058 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2059 * there is capable of.
2329 */ 2060 */
2330 2061int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2062find_dir (maptile *m, int x, int y, object *exclude)
2063{
2332 int i,max=SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2065
2333 sint16 nx, ny; 2066 sint16 nx, ny;
2334 object *tmp; 2067 object *tmp;
2335 mapstruct *mp; 2068 maptile *mp;
2069
2336 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2337 2071
2338 if (exclude && exclude->head) { 2072 if (exclude && exclude->head)
2073 {
2339 exclude = exclude->head; 2074 exclude = exclude->head;
2340 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2341 } else { 2076 }
2077 else
2078 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2079 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2080 move_type = MOVE_ALL;
2081 }
2082
2083 for (i = 1; i < max; i++)
2344 } 2084 {
2345 2085 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2350 2088
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2352 if (mflags & P_OUT_OF_MAP) { 2091 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2092 max = maxfree[i];
2354 } else { 2093 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2094 {
2095 mapspace &ms = mp->at (nx, ny);
2356 2096
2097 blocked = ms.move_block;
2098
2357 if ((move_type & blocked) == move_type) { 2099 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2100 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2101 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2102 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2105 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2106 break;
2364 } 2107
2365 } 2108 if (tmp)
2366 if(tmp) {
2367 return freedir[i]; 2109 return freedir[i];
2368 } 2110 }
2111 }
2369 } 2112 }
2370 } 2113
2371 }
2372 return 0; 2114 return 0;
2373} 2115}
2374 2116
2375/* 2117/*
2376 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2119 * distance between the two given objects.
2378 */ 2120 */
2379 2121int
2380int distance(const object *ob1, const object *ob2) { 2122distance (const object *ob1, const object *ob2)
2381 int i; 2123{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2124 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} 2125}
2386 2126
2387/* 2127/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * 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 2129 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2391 */ 2131 */
2392 2132int
2393int find_dir_2(int x, int y) { 2133find_dir_2 (int x, int y)
2134{
2394 int q; 2135 int q;
2395 2136
2396 if(y) 2137 if (y)
2397 q=x*100/y; 2138 q = x * 100 / y;
2398 else if (x) 2139 else if (x)
2399 q= -300*x; 2140 q = -300 * x;
2400 else 2141 else
2401 return 0; 2142 return 0;
2402 2143
2403 if(y>0) { 2144 if (y > 0)
2145 {
2404 if(q < -242) 2146 if (q < -242)
2405 return 3 ; 2147 return 3;
2406 if (q < -41) 2148 if (q < -41)
2407 return 2 ; 2149 return 2;
2408 if (q < 41) 2150 if (q < 41)
2409 return 1 ; 2151 return 1;
2410 if (q < 242) 2152 if (q < 242)
2411 return 8 ; 2153 return 8;
2412 return 7 ; 2154 return 7;
2413 } 2155 }
2414 2156
2415 if (q < -242) 2157 if (q < -242)
2416 return 7 ; 2158 return 7;
2417 if (q < -41) 2159 if (q < -41)
2418 return 6 ; 2160 return 6;
2419 if (q < 41) 2161 if (q < 41)
2420 return 5 ; 2162 return 5;
2421 if (q < 242) 2163 if (q < 242)
2422 return 4 ; 2164 return 4;
2423 2165
2424 return 3 ; 2166 return 3;
2425} 2167}
2426 2168
2427/* 2169/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2170 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2171 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2172 * "overflow" in previous calculations of a direction).
2431 */ 2173 */
2432 2174
2175int
2433int absdir(int d) { 2176absdir (int d)
2434 while(d<1) d+=8; 2177{
2435 while(d>8) d-=8; 2178 while (d < 1)
2179 d += 8;
2180
2181 while (d > 8)
2182 d -= 8;
2183
2436 return d; 2184 return d;
2437} 2185}
2438 2186
2439/* 2187/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2188 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2189 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2190 */
2443 2191
2192int
2444int dirdiff(int dir1, int dir2) { 2193dirdiff (int dir1, int dir2)
2194{
2445 int d; 2195 int d;
2196
2446 d = abs(dir1 - dir2); 2197 d = abs (dir1 - dir2);
2447 if(d>4) 2198 if (d > 4)
2448 d = 8 - d; 2199 d = 8 - d;
2200
2449 return d; 2201 return d;
2450} 2202}
2451 2203
2452/* peterm: 2204/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2205 * 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 2208 * 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. 2209 * 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 2210 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2211 * functions.
2460 */ 2212 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2213int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2214 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2215 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2216 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2217 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2218 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2219 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2220 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2221 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2222 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2223 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2224 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2225 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2226 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2227 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2228 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2229 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2230 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2231 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2232 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2233 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2234 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2235 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2236 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2237 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2238 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2239 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2240 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2241 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2242 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2243 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2244 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2245 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2246 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2247 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2248 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2249 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2250 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2251 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2252 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2253 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2254 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2255 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2256 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2257 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2258 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2259 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2260 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2261 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2262 {24, 9, -1}
2263}; /* 48 */
2512 2264
2513/* Recursive routine to step back and see if we can 2265/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2266 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2267 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2268 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2269 * Modified to be map tile aware -.MSW
2518 */ 2270 */
2519 2271int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2272can_see_monsterP (maptile *m, int x, int y, int dir)
2273{
2522 sint16 dx, dy; 2274 sint16 dx, dy;
2523 int mflags; 2275 int mflags;
2524 2276
2277 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2278 return 0; /* exit condition: invalid direction */
2526 2279
2527 dx = x + freearr_x[dir]; 2280 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2281 dy = y + freearr_y[dir];
2529 2282
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2283 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2284
2532 /* This functional arguably was incorrect before - it was 2285 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2286 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2287 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2288 * 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 2289 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2290 * at least its move type.
2538 */ 2291 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2292 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2293 return 0;
2540 2294
2541 /* yes, can see. */ 2295 /* yes, can see. */
2542 if(dir < 9) return 1; 2296 if (dir < 9)
2297 return 1;
2298
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2299 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2300 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2301 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2302}
2547 2303
2548
2549
2550/* 2304/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2305 * 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 2306 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2307 * picked up, otherwise 0.
2554 * 2308 *
2556 * core dumps if they do. 2310 * core dumps if they do.
2557 * 2311 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2312 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2313 */
2560 2314
2315int
2561int can_pick(const object *who, const object *item) { 2316can_pick (const object *who, const object *item)
2317{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2318 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2319 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2320 !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} 2321}
2567
2568 2322
2569/* 2323/*
2570 * create clone from object to another 2324 * create clone from object to another
2571 */ 2325 */
2326object *
2572object *object_create_clone (object *asrc) { 2327object_create_clone (object *asrc)
2328{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2329 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2330
2575 if(!asrc) return NULL; 2331 if (!asrc)
2332 return 0;
2333
2576 src = asrc; 2334 src = asrc;
2577 if(src->head) 2335 if (src->head)
2578 src = src->head; 2336 src = src->head;
2579 2337
2580 prev = NULL; 2338 prev = 0;
2581 for(part = src; part; part = part->more) { 2339 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2340 {
2583 copy_object(part,tmp); 2341 tmp = part->clone ();
2584 tmp->x -= src->x; 2342 tmp->x -= src->x;
2585 tmp->y -= src->y; 2343 tmp->y -= src->y;
2344
2586 if(!part->head) { 2345 if (!part->head)
2346 {
2587 dst = tmp; 2347 dst = tmp;
2588 tmp->head = NULL; 2348 tmp->head = 0;
2349 }
2589 } else { 2350 else
2590 tmp->head = dst; 2351 tmp->head = dst;
2591 } 2352
2592 tmp->more = NULL; 2353 tmp->more = 0;
2354
2593 if(prev) 2355 if (prev)
2594 prev->more = tmp; 2356 prev->more = tmp;
2357
2595 prev = tmp; 2358 prev = tmp;
2596 } 2359 }
2597 /*** copy inventory ***/ 2360
2598 for(item = src->inv; item; item = item->below) { 2361 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2362 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2363
2602 return dst; 2364 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} 2365}
2612 2366
2613/* GROS - Creates an object using a string representing its content. */ 2367/* 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 */ 2368/* 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, */ 2369/* 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. */ 2370/* 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. */ 2371/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2372/* Also remember that multiparts objects are not supported for now. */
2619 2373object *
2620object* load_object_str(const char *obstr) 2374load_object_str (const char *obstr)
2621{ 2375{
2622 object *op; 2376 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2377 char filename[MAX_BUF];
2378
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2379 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2380
2626 tempfile=fopen(filename,"w"); 2381 FILE *tempfile = fopen (filename, "w");
2382
2627 if (tempfile == NULL) 2383 if (tempfile == NULL)
2628 { 2384 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2385 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2386 return NULL;
2631 }; 2387 }
2388
2632 fprintf(tempfile,obstr); 2389 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2390 fclose (tempfile);
2634 2391
2635 op=get_object(); 2392 op = object::create ();
2636 2393
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); 2394 object_thawer thawer (filename);
2395
2396 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2397 load_object (thawer, op, 0);
2398
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2399 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2400 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2401
2648 return op; 2402 return op;
2649} 2403}
2650 2404
2651/* This returns the first object in who's inventory that 2405/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2406 * has the same type and subtype match.
2653 * returns NULL if no match. 2407 * returns NULL if no match.
2654 */ 2408 */
2409object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2410find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2411{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2412 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2413 if (tmp->type == type && tmp->subtype == subtype)
2414 return tmp;
2661 2415
2662 return NULL; 2416 return 0;
2663} 2417}
2664 2418
2665/* If ob has a field named key, return the link from the list, 2419/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2420 * otherwise return NULL.
2667 * 2421 *
2668 * key must be a passed in shared string - otherwise, this won't 2422 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2423 * do the desired thing.
2670 */ 2424 */
2425key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2426get_ob_key_link (const object *ob, const char *key)
2672 key_value * link; 2427{
2673
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2428 for (key_value *link = ob->key_values; link; link = link->next)
2675 if (link->key == key) { 2429 if (link->key == key)
2676 return link; 2430 return link;
2677 } 2431
2678 } 2432 return 0;
2679 2433}
2680 return NULL;
2681}
2682 2434
2683/* 2435/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2436 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2437 *
2686 * The argument doesn't need to be a shared string. 2438 * The argument doesn't need to be a shared string.
2687 * 2439 *
2688 * The returned string is shared. 2440 * The returned string is shared.
2689 */ 2441 */
2442const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2443get_ob_key_value (const object *op, const char *const key)
2444{
2691 key_value * link; 2445 key_value *link;
2692 const char * canonical_key; 2446 shstr_cmp canonical_key (key);
2447
2448 if (!canonical_key)
2693 2449 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2450 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2451 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2452 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2453 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2454 */
2702 return NULL; 2455 return 0;
2703 } 2456 }
2704 2457
2705 /* This is copied from get_ob_key_link() above - 2458 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2459 * only 4 lines, and saves the function call overhead.
2707 */ 2460 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2461 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2462 if (link->key == canonical_key)
2710 return link->value; 2463 return link->value;
2711 } 2464
2712 } 2465 return 0;
2713 return NULL;
2714} 2466}
2715 2467
2716 2468
2717/* 2469/*
2718 * Updates the canonical_key in op to value. 2470 * 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 2474 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2475 * keys.
2724 * 2476 *
2725 * Returns TRUE on success. 2477 * Returns TRUE on success.
2726 */ 2478 */
2479int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2480set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2481{
2728 key_value * field = NULL, *last=NULL; 2482 key_value *field = NULL, *last = NULL;
2729 2483
2730 for (field=op->key_values; field != NULL; field=field->next) { 2484 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2485 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2486 if (field->key != canonical_key)
2737 if (value) 2487 {
2738 field->value = add_string(value); 2488 last = field;
2739 else { 2489 continue;
2490 }
2491
2492 if (value)
2493 field->value = value;
2494 else
2495 {
2740 /* Basically, if the archetype has this key set, 2496 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2497 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2498 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2499 * we get this value back again.
2744 */ 2500 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2501 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2502 field->value = 0;
2747 else { 2503 else
2748 /* Delete this link */ 2504 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2505 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2506 last->next = field->next;
2751 if (last) last->next = field->next; 2507 else
2752 else op->key_values = field->next; 2508 op->key_values = field->next;
2753 free(field); 2509
2754 } 2510 delete field;
2755 } 2511 }
2512 }
2756 return TRUE; 2513 return TRUE;
2757 } 2514 }
2758 /* IF we get here, key doesn't exist */ 2515 /* IF we get here, key doesn't exist */
2759 2516
2760 /* No field, we'll have to add it. */ 2517 /* No field, we'll have to add it. */
2761 2518
2762 if (!add_key) { 2519 if (!add_key)
2763 return FALSE; 2520 return FALSE;
2764 } 2521
2765 /* There isn't any good reason to store a null 2522 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2523 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2524 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2525 * be here. If user wants to store empty strings,
2769 * should pass in "" 2526 * should pass in ""
2770 */ 2527 */
2771 if (value == NULL) return TRUE; 2528 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; 2529 return TRUE;
2530
2531 field = new key_value;
2532
2533 field->key = canonical_key;
2534 field->value = value;
2535 /* Usual prepend-addition. */
2536 field->next = op->key_values;
2537 op->key_values = field;
2538
2539 return TRUE;
2782} 2540}
2783 2541
2784/* 2542/*
2785 * Updates the key in op to value. 2543 * Updates the key in op to value.
2786 * 2544 *
2788 * and not add new ones. 2546 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2547 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2548 *
2791 * Returns TRUE on success. 2549 * Returns TRUE on success.
2792 */ 2550 */
2551int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2552set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2553{
2795 int floating_ref = FALSE; 2554 shstr key_ (key);
2796 int ret; 2555
2556 return set_ob_key_value_s (op, key_, value, add_key);
2557}
2558
2559object::depth_iterator::depth_iterator (object *container)
2560: iterator_base (container)
2561{
2562 while (item->inv)
2563 item = item->inv;
2564}
2565
2566void
2567object::depth_iterator::next ()
2568{
2569 if (item->below)
2797 2570 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2571 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2572
2800 */ 2573 while (item->inv)
2574 item = item->inv;
2801 2575 }
2802 canonical_key = find_string(key); 2576 else
2803 if (canonical_key == NULL) { 2577 item = item->env;
2804 canonical_key = add_string(key); 2578}
2805 floating_ref = TRUE; 2579
2806 } 2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2807 2590 {
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2809 2604 }
2810 if (floating_ref) { 2605
2811 free_string(canonical_key);
2812 }
2813
2814 return ret; 2606 return desc;
2815} 2607}
2608
2609// return a suitable string describing an object in enough detail to find it
2610const char *
2611object::debug_desc (char *info) const
2612{
2613 char flagdesc[512];
2614 char info2[256 * 4];
2615 char *p = info;
2616
2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2618 count, uuid.seq,
2619 &name,
2620 title ? "\",title:" : "",
2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2623
2624 if (env)
2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2626
2627 if (map)
2628 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2629
2630 return info;
2631}
2632
2633const char *
2634object::debug_desc () const
2635{
2636 static char info[256 * 4];
2637 return debug_desc (info);
2638}
2639

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