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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 1.40 by root, Thu Sep 14 00:07:15 2006 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 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
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;
44int nrofallocobjects = 0; 36int nrofallocobjects = 0;
45#undef OBJ_EXPAND 37static UUID uuid;
46#define OBJ_EXPAND 1 38const 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 39
53object *objects; /* Pointer to the list of used objects */ 40object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short 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}; 44 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]= 45};
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, 46short 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}; 47 -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]= 48};
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, 49int 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}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int 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, 53 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}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %lld\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* 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 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if ((ob1 == ob2) || (ob1->type != ob2->type))
200 return 0;
130 201
131 if (ob1->speed != ob2->speed) return 0; 202 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 203 return 0;
138 204
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 205 /* 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 206 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 207 * used to store nrof).
142 */ 208 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 209 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 210 return 0;
145 211
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. 212 /* 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 213 * 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 214 * 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 215 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 216 * flags lose any meaning.
166 */ 217 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 218 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 219 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 220
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 221 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 223
173 224
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 225 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging. 226 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT 227 * 0x4 in flags3 is CLIENT_SENT
177 */ 228 */
178 if ((ob1->arch != ob2->arch) || 229 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) || 230 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) || 231 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 232 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 233 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) || 234 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) || 235 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) || 236 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) || 237 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 238 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 239 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
189 (ob1->attacktype != ob2->attacktype) || 240 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) || 241 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) || 242 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) || 243 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) || 244 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) || 245 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) || 246 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) || 247 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) || 248 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) || 249 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) || 250 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) || 251 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) || 252 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) || 253 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) || 254 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 255 return 0;
208 256
257 /* This is really a spellbook check - really, we should
258 * check all objects in the inventory.
259 */
260 if (ob1->inv || ob2->inv)
261 {
262 /* if one object has inventory but the other doesn't, not equiv */
263 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
264 return 0;
265
266 /* Now check to see if the two inventory objects could merge */
267 if (!CAN_MERGE (ob1->inv, ob2->inv))
268 return 0;
269
270 /* inventory ok - still need to check rest of this object to see
271 * if it is valid.
272 */
273 }
274
209 /* Don't merge objects that are applied. With the new 'body' code, 275 /* 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 276 * 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. 277 * some items equipped, and we don't want those to merge.
212 */ 278 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 279 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 280 return 0;
215 281
282 /* Note sure why the following is the case - either the object has to
283 * be animated or have a very low speed. Is this an attempted monster
284 * check?
285 */
286 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
287 return 0;
288
216 switch (ob1->type) { 289 switch (ob1->type)
290 {
217 case SCROLL: 291 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 292 if (ob1->level != ob2->level)
293 return 0;
219 break; 294 break;
220
221 } 295 }
296
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 297 if (ob1->key_values != NULL || ob2->key_values != NULL)
298 {
223 /* At least one of these has key_values. */ 299 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 300 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 301 /* One has fields, but the other one doesn't. */
226 return 0; 302 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 303 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 304 return 0;
229 } 305 }
306
307 //TODO: generate an event or call into perl for additional checks
308 if (ob1->self || ob2->self)
230 } 309 {
310 ob1->optimise ();
311 ob2->optimise ();
231 312
313 if (ob1->self || ob2->self)
314 return 0;
315 }
316
232 /* Everything passes, must be OK. */ 317 /* Everything passes, must be OK. */
233 return 1; 318 return 1;
234} 319}
235 320
236/* 321/*
237 * sum_weight() is a recursive function which calculates the weight 322 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 323 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 324 * containers are carrying, and sums it up.
240 */ 325 */
241signed long sum_weight(object *op) { 326long
327sum_weight (object *op)
328{
242 signed long sum; 329 long sum;
243 object *inv; 330 object *inv;
331
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 332 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
333 {
245 if (inv->inv) 334 if (inv->inv)
246 sum_weight(inv); 335 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 336 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 337 }
338
249 if (op->type == CONTAINER && op->stats.Str) 339 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 340 sum = (sum * (100 - op->stats.Str)) / 100;
341
251 if(op->carrying != sum) 342 if (op->carrying != sum)
252 op->carrying = sum; 343 op->carrying = sum;
344
253 return sum; 345 return sum;
254} 346}
255 347
256/** 348/**
257 * Return the outermost environment object for a given object. 349 * Return the outermost environment object for a given object.
258 */ 350 */
259 351
352object *
260object *object_get_env_recursive (object *op) { 353object_get_env_recursive (object *op)
354{
261 while (op->env != NULL) 355 while (op->env != NULL)
262 op = op->env; 356 op = op->env;
263 return op; 357 return op;
264} 358}
265 359
266/* 360/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 361 * 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 362 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 363 * or find a player.
270 */ 364 */
271 365
366object *
272object *is_player_inv (object *op) { 367is_player_inv (object *op)
368{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 369 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 370 if (op->env == op)
275 op->env = NULL; 371 op->env = NULL;
276 return op; 372 return op;
277} 373}
278 374
279/* 375/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 376 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 377 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 378 * The result of the dump is stored in the static global errmsg array.
283 */ 379 */
284 380
381void
285void dump_object2(object *op) { 382dump_object2 (object *op)
383{
384 errmsg[0] = 0;
385 return;
386 //TODO//D#d#
387#if 0
286 char *cp; 388 char *cp;
389
287/* object *tmp;*/ 390/* object *tmp;*/
288 391
289 if(op->arch!=NULL) { 392 if (op->arch != NULL)
393 {
290 strcat(errmsg,"arch "); 394 strcat (errmsg, "arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 395 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
292 strcat(errmsg,"\n"); 396 strcat (errmsg, "\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 397 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
294 strcat(errmsg,cp); 398 strcat (errmsg, cp);
295#if 0 399# if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and 400 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer. 401 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may 402 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer. 403 * also overflow the buffer.
300 */ 404 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 405 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
302 strcat(errmsg,cp); 406 strcat (errmsg, cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below) 407 for (tmp = op->inv; tmp; tmp = tmp->below)
304 dump_object2(tmp); 408 dump_object2 (tmp);
409# endif
410 strcat (errmsg, "end\n");
411 }
412 else
413 {
414 strcat (errmsg, "Object ");
415 if (op->name == NULL)
416 strcat (errmsg, "(null)");
417 else
418 strcat (errmsg, op->name);
419 strcat (errmsg, "\n");
420# if 0
421 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
422 strcat (errmsg, cp);
423 for (tmp = op->inv; tmp; tmp = tmp->below)
424 dump_object2 (tmp);
425# endif
426 strcat (errmsg, "end\n");
427 }
305#endif 428#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} 429}
321 430
322/* 431/*
323 * Dumps an object. Returns output in the static global errmsg array. 432 * Dumps an object. Returns output in the static global errmsg array.
324 */ 433 */
325 434
435void
326void dump_object(object *op) { 436dump_object (object *op)
437{
327 if(op==NULL) { 438 if (op == NULL)
439 {
328 strcpy(errmsg,"[NULL pointer]"); 440 strcpy (errmsg, "[NULL pointer]");
329 return; 441 return;
330 } 442 }
331 errmsg[0]='\0'; 443 errmsg[0] = '\0';
332 dump_object2(op); 444 dump_object2 (op);
333} 445}
334 446
335/* GROS - Dumps an object. Return the result into a string */ 447void
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{
340 char *cp;
341
342 if(op==NULL)
343 {
344 strcpy(outstr,"[NULL pointer]");
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) { 448dump_all_objects (void)
449{
376 object *op; 450 object *op;
451
377 for(op=objects;op!=NULL;op=op->next) { 452 for (op = objects; op != NULL; op = op->next)
453 {
378 dump_object(op); 454 dump_object (op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 455 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
380 } 456 }
381} 457}
382 458
383/* 459/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 460 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 461 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 462 * If it's not a multi-object, it is returned.
387 */ 463 */
388 464
465object *
389object *get_nearest_part(object *op, const object *pl) { 466get_nearest_part (object *op, const object *pl)
467{
390 object *tmp,*closest; 468 object *tmp, *closest;
391 int last_dist,i; 469 int last_dist, i;
470
392 if(op->more==NULL) 471 if (op->more == NULL)
393 return op; 472 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 473 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 474 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 475 closest = tmp, last_dist = i;
397 return closest; 476 return closest;
398} 477}
399 478
400/* 479/*
401 * Returns the object which has the count-variable equal to the argument. 480 * Returns the object which has the count-variable equal to the argument.
402 */ 481 */
403 482
483object *
404object *find_object(tag_t i) { 484find_object (tag_t i)
485{
405 object *op; 486 object *op;
487
406 for(op=objects;op!=NULL;op=op->next) 488 for (op = objects; op != NULL; op = op->next)
407 if(op->count==i) 489 if (op->count == i)
408 break; 490 break;
409 return op; 491 return op;
410} 492}
411 493
412/* 494/*
413 * Returns the first object which has a name equal to the argument. 495 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 496 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 497 * Enables features like "patch <name-of-other-player> food 999"
416 */ 498 */
417 499
500object *
418object *find_object_name(const char *str) { 501find_object_name (const char *str)
419 const char *name=add_string(str); 502{
503 shstr_cmp str_ (str);
420 object *op; 504 object *op;
505
421 for(op=objects;op!=NULL;op=op->next) 506 for (op = objects; op != NULL; op = op->next)
422 if(op->name==name) 507 if (op->name == str_)
423 break; 508 break;
424 free_string(name); 509
425 return op; 510 return op;
426} 511}
427 512
513void
428void free_all_object_data(void) { 514free_all_object_data ()
429#ifdef MEMORY_DEBUG 515{
430 object *op, *next; 516 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
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} 517}
443 518
444/* 519/*
445 * Returns the object which this object marks as being the owner. 520 * 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 521 * A id-scheme is used to avoid pointing to objects which have been
449 * Changed 2004-02-12 - if the player is setting at the play again 524 * 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 525 * 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 526 * 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. 527 * anything - once an object is removed, it is basically dead anyways.
453 */ 528 */
529object *
530object::get_owner ()
531{
532 if (!owner
533 || QUERY_FLAG (owner, FLAG_FREED)
534 || QUERY_FLAG (owner, FLAG_REMOVED))
535 owner = 0;
454 536
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; 537 return owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466} 538}
467
468void clear_owner(object *op)
469{
470 if (!op) return;
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477}
478
479
480 539
481/* 540/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 541 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 542 * skill and experience objects.
484 */ 543 */
485void set_owner (object *op, object *owner) 544void
545object::set_owner (object *owner)
486{ 546{
487 if(owner==NULL||op==NULL) 547 if (!owner)
488 return; 548 return;
489 549
490 /* next line added to allow objects which own objects */ 550 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 551 /* 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 552 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 553 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 554 * 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. 555 * didn't match, this check is valid and I believe that cause is valid.
496 */ 556 */
497 while (owner->owner && owner!=owner->owner && 557 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 558 owner = owner->owner;
499 559
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; 560 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} 561}
553 562
554/* Zero the key_values on op, decrementing the shared-string 563/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 564 * refcounts and freeing the links.
556 */ 565 */
566static void
557static void free_key_values(object * op) { 567free_key_values (object *op)
558 key_value * i; 568{
559 key_value * next = NULL; 569 for (key_value *i = op->key_values; i != 0;)
560 570 {
561 if (op->key_values == NULL) return; 571 key_value *next = i->next;
572 delete i;
573
574 i = next;
562 575 }
563 for (i = op->key_values; i != NULL; i = next) { 576
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; 577 op->key_values = 0;
574} 578}
575 579
580void object::clear ()
581{
582 attachable_base::clear ();
576 583
577/*
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); 584 free_key_values (this);
605 585
606 /* the memset will clear all these values for us, but we need 586 owner = 0;
607 * to reduce the refcount on them. 587 name = 0;
608 */ 588 name_pl = 0;
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 589 title = 0;
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 590 race = 0;
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 591 slaying = 0;
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 592 skill = 0;
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 593 msg = 0;
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 594 lore = 0;
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 595 custom_name = 0;
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 596 materialname = 0;
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 597 contr = 0;
598 below = 0;
599 above = 0;
600 inv = 0;
601 container = 0;
602 env = 0;
603 more = 0;
604 head = 0;
605 map = 0;
606 active_next = 0;
607 active_prev = 0;
618 608
609 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
619 610
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); 611 SET_FLAG (this, FLAG_REMOVED);
626 612
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 */ 613 /* What is not cleared is next, prev, and count */
642 614
643 op->expmul=1.0; 615 expmul = 1.0;
644 op->face = blank_face; 616 face = blank_face;
645 op->attacked_by_count = (tag_t) -1; 617 attacked_by_count = -1;
618
646 if (settings.casting_time) 619 if (settings.casting_time)
647 op->casting_time = -1; 620 casting_time = -1;
621}
648 622
623void object::clone (object *destination)
624{
625 *(object_copy *)destination = *this;
626 *(object_pod *)destination = *this;
627
628 if (self || cb)
629 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
649} 630}
650 631
651/* 632/*
652 * copy object first frees everything allocated by the second object, 633 * copy object first frees everything allocated by the second object,
653 * and then copies the contends of the first object into the second 634 * and then copies the contends of the first object into the second
654 * object, allocating what needs to be allocated. Basically, any 635 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 636 * 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 637 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 638 * will point at garbage.
658 */ 639 */
659 640void
660void copy_object(object *op2, object *op) { 641copy_object (object *op2, object *op)
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 642{
662 event *evt, *evt2, *evt_new; 643 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
644 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
663 645
664 op->clear ();
665
666 /* Decrement the refcounts, but don't bother zeroing the fields;
667 they'll be overwritten by memcpy. */
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678
679 /* Basically, same code as from clear_object() */
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); 646 op2->clone (op);
695 647
696 if(is_freed) SET_FLAG(op,FLAG_FREED); 648 if (is_freed)
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 649 SET_FLAG (op, FLAG_FREED);
698 if(op->name!=NULL) add_refcount(op->name); 650 if (is_removed)
699 if(op->name_pl!=NULL) add_refcount(op->name_pl); 651 SET_FLAG (op, FLAG_REMOVED);
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);
708 652
709 if((op2->speed<0) && !editor) 653 if (op2->speed < 0)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 654 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
711 655
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. */ 656 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 657 if (op2->key_values)
735 key_value * tail = NULL; 658 {
659 key_value *tail = 0;
736 key_value * i; 660 key_value *i;
737 661
738 op->key_values = NULL; 662 op->key_values = 0;
739 663
740 for (i = op2->key_values; i != NULL; i = i->next) { 664 for (i = op2->key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 665 {
666 key_value *new_link = new key_value;
742 667
743 new_link->next = NULL; 668 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 669 new_link->key = i->key;
745 if (i->value) 670 new_link->value = i->value;
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749 671
750 /* Try and be clever here, too. */ 672 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 673 if (!op->key_values)
674 {
752 op->key_values = new_link; 675 op->key_values = new_link;
753 tail = new_link; 676 tail = new_link;
754 } else { 677 }
755 tail->next = new_link; 678 else
756 tail = new_link; 679 {
680 tail->next = new_link;
681 tail = new_link;
682 }
683 }
757 } 684 }
758 }
759 }
760 685
761 update_ob_speed(op); 686 update_ob_speed (op);
762}
763
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;
805
806 if(free_objects==NULL) {
807 expand_objects();
808 }
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;
847} 687}
848 688
849/* 689/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 690 * 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 691 * 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. 692 * be called to update the face variable, _and_ how it looks on the map.
853 */ 693 */
854 694
695void
855void update_turn_face(object *op) { 696update_turn_face (object *op)
697{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 698 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 699 return;
858 SET_ANIMATION(op, op->direction); 700 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 701 update_object (op, UP_OBJ_FACE);
860} 702}
861 703
862/* 704/*
863 * Updates the speed of an object. If the speed changes from 0 to another 705 * 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. 706 * 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. 707 * This function needs to be called whenever the speed of an object changes.
866 */ 708 */
867 709void
868void update_ob_speed(object *op) { 710update_ob_speed (object *op)
711{
869 extern int arch_init; 712 extern int arch_init;
870 713
871 /* No reason putting the archetypes objects on the speed list, 714 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 715 * since they never really need to be updated.
873 */ 716 */
874 717
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 718 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
719 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 720 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 721#ifdef MANY_CORES
878 abort(); 722 abort ();
879#else 723#else
880 op->speed = 0; 724 op->speed = 0;
881#endif 725#endif
882 } 726 }
727
883 if (arch_init) { 728 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; 729 return;
890 730
731 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
732 {
733 /* If already on active list, don't do anything */
734 if (op->active_next || op->active_prev || op == active_objects)
735 return;
736
891 /* process_events() expects us to insert the object at the beginning 737 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 738 * of the list. */
893 op->active_next = active_objects; 739 op->active_next = active_objects;
740
894 if (op->active_next!=NULL) 741 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 742 op->active_next->active_prev = op;
743
896 active_objects = op; 744 active_objects = op;
745 }
746 else
897 } 747 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 748 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 749 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 750 return;
902 751
903 if (op->active_prev==NULL) { 752 if (op->active_prev == NULL)
753 {
904 active_objects = op->active_next; 754 active_objects = op->active_next;
755
905 if (op->active_next!=NULL) 756 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 757 op->active_next->active_prev = NULL;
907 } 758 }
908 else { 759 else
760 {
909 op->active_prev->active_next = op->active_next; 761 op->active_prev->active_next = op->active_next;
762
910 if (op->active_next) 763 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 764 op->active_next->active_prev = op->active_prev;
912 } 765 }
766
913 op->active_next = NULL; 767 op->active_next = NULL;
914 op->active_prev = NULL; 768 op->active_prev = NULL;
915 } 769 }
916} 770}
917 771
918/* This function removes object 'op' from the list of active 772/* This function removes object 'op' from the list of active
919 * objects. 773 * objects.
921 * reference maps where you don't want an object that isn't 775 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 776 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 777 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 778 * will do the right thing based on the speed of the object.
925 */ 779 */
780void
926void remove_from_active_list(object *op) 781remove_from_active_list (object *op)
927{ 782{
928 /* If not on the active list, nothing needs to be done */ 783 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 784 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 785 return;
931 786
932 if (op->active_prev==NULL) { 787 if (op->active_prev == NULL)
788 {
933 active_objects = op->active_next; 789 active_objects = op->active_next;
934 if (op->active_next!=NULL) 790 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 791 op->active_next->active_prev = NULL;
792 }
793 else
936 } 794 {
937 else {
938 op->active_prev->active_next = op->active_next; 795 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 796 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 797 op->active_next->active_prev = op->active_prev;
941 } 798 }
942 op->active_next = NULL; 799 op->active_next = NULL;
943 op->active_prev = NULL; 800 op->active_prev = NULL;
944} 801}
945 802
946/* 803/*
947 * update_object() updates the array which represents the map. 804 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered 805 * It takes into account invisible objects (and represent squares covered
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 820 * 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. 821 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 822 * UP_OBJ_FACE: only the objects face has changed.
966 */ 823 */
967 824
825void
968void update_object(object *op, int action) { 826update_object (object *op, int action)
827{
969 int update_now=0, flags; 828 int update_now = 0, flags;
970 MoveType move_on, move_off, move_block, move_slow; 829 MoveType move_on, move_off, move_block, move_slow;
971 830
972 if (op == NULL) { 831 if (op == NULL)
832 {
973 /* this should never happen */ 833 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 834 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 835 return;
976 }
977 836 }
837
978 if(op->env!=NULL) { 838 if (op->env != NULL)
839 {
979 /* Animation is currently handled by client, so nothing 840 /* Animation is currently handled by client, so nothing
980 * to do in this case. 841 * to do in this case.
981 */ 842 */
982 return; 843 return;
983 } 844 }
984 845
985 /* If the map is saving, don't do anything as everything is 846 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 847 * going to get freed anyways.
987 */ 848 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 849 if (!op->map || op->map->in_memory == MAP_SAVING)
989 850 return;
851
990 /* make sure the object is within map boundaries */ 852 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 853 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 854 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 855 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 856#ifdef MANY_CORES
995 abort(); 857 abort ();
996#endif 858#endif
997 return; 859 return;
998 }
999 860 }
861
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 862 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 863 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); 864 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); 865 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); 866 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); 867 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1006 868
1007 if (action == UP_OBJ_INSERT) { 869 if (action == UP_OBJ_INSERT)
870 {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 871 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1; 872 update_now = 1;
1010 873
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 874 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1; 875 update_now = 1;
1013 876
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 877 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1; 878 update_now = 1;
1016 879
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 880 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1; 881 update_now = 1;
1019 882
883 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
884 update_now = 1;
885
1020 if ((move_on | op->move_on) != move_on) update_now=1; 886 if ((move_on | op->move_on) != move_on)
887 update_now = 1;
888
1021 if ((move_off | op->move_off) != move_off) update_now=1; 889 if ((move_off | op->move_off) != move_off)
890 update_now = 1;
891
1022 /* This isn't perfect, but I don't expect a lot of objects to 892 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 893 * to have move_allow right now.
1024 */ 894 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 895 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1; 896 update_now = 1;
897
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 898 if ((move_slow | op->move_slow) != move_slow)
899 update_now = 1;
1028 } 900 }
1029 /* if the object is being removed, we can't make intelligent 901 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 902 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 903 * that is being removed.
1032 */ 904 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 905 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 906 update_now = 1;
1035 } else if (action == UP_OBJ_FACE) { 907 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 908 /* Nothing to do for that case */ ;
1037 }
1038 else { 909 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 910 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 911
1042 if (update_now) { 912 if (update_now)
913 {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 914 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); 915 update_position (op->map, op->x, op->y);
1045 } 916 }
1046 917
1047 if(op->more!=NULL) 918 if (op->more != NULL)
1048 update_object(op->more, action); 919 update_object (op->more, action);
1049} 920}
1050 921
922static unordered_vector<object *> mortals;
923static std::vector<object *, slice_allocator <object *> > freed;
924
925void object::free_mortals ()
926{
927 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
928 if ((*i)->refcnt)
929 ++i; // further delay freeing
930 else
931 {
932 //freed.push_back (*i);//D
933 delete *i;
934 mortals.erase (i);
935 }
936
937 if (mortals.size() && 0)//D
938 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
939}
940
941object::object ()
942{
943 SET_FLAG (this, FLAG_REMOVED);
944
945 expmul = 1.0;
946 face = blank_face;
947 attacked_by_count = -1;
948}
949
950object::~object ()
951{
952 free_key_values (this);
953}
954
955void object::link ()
956{
957 count = ++ob_count;
958
959 prev = 0;
960 next = objects;
961
962 if (objects)
963 objects->prev = this;
964
965 objects = this;
966}
967
968void object::unlink ()
969{
970 count = 0;
971 uuid = gen_uuid ();
972
973 if (this == objects)
974 objects = next;
975
976 /* Remove this object from the list of used objects */
977 if (prev)
978 {
979 prev->next = next;
980 prev = 0;
981 }
982
983 if (next)
984 {
985 next->prev = prev;
986 next = 0;
987 }
988}
989
990object *object::create ()
991{
992 object *op;
993
994 if (freed.empty ())
995 op = new object;
996 else
997 {
998 // highly annoying, but the only way to get it stable right now
999 op = freed.back ();
1000 freed.pop_back ();
1001 op->~object ();
1002 new ((void *) op) object;
1003 }
1004
1005 op->link ();
1006 return op;
1007}
1051 1008
1052/* 1009/*
1053 * free_object() frees everything allocated by an object, removes 1010 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 1011 * it from the list of used objects, and puts it on the list of
1055 * free objects. The IS_FREED() flag is set in the object. 1012 * free objects. The IS_FREED() flag is set in the object.
1057 * this function to succeed. 1014 * this function to succeed.
1058 * 1015 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 1016 * If free_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 1017 * inventory to the ground.
1061 */ 1018 */
1019void object::free (bool free_inventory)
1020{
1021 if (QUERY_FLAG (this, FLAG_FREED))
1022 return;
1062 1023
1063void free_object(object *ob) { 1024 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1064 free_object2(ob, 0); 1025 remove_friendly_object (this);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 1026
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 1027 if (!QUERY_FLAG (this, FLAG_REMOVED))
1072 LOG(llevDebug,"Free object called with non removed object\n"); 1028 remove_ob (this);
1073 dump_object(ob); 1029
1074#ifdef MANY_CORES 1030 SET_FLAG (this, FLAG_FREED);
1075 abort(); 1031
1076#endif 1032 if (more)
1077 } 1033 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 1034 more->free (free_inventory);
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 1035 more = 0;
1080 remove_friendly_object(ob); 1036 }
1037
1038 if (inv)
1081 } 1039 {
1082 if(QUERY_FLAG(ob,FLAG_FREED)) {
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 }
1087 if(ob->more!=NULL) {
1088 free_object2(ob->more, free_inventory);
1089 ob->more=NULL;
1090 }
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process - 1040 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 1041 * if some form of movement is allowed, let objects
1094 * drop on that space. 1042 * drop on that space.
1095 */ 1043 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1044 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 1045 {
1098 { 1046 object *op = inv;
1099 op=ob->inv; 1047
1100 while(op!=NULL) { 1048 while (op)
1101 tmp=op->below; 1049 {
1102 remove_ob(op); 1050 object *tmp = op->below;
1103 free_object2(op, free_inventory); 1051 op->free (free_inventory);
1104 op=tmp; 1052 op = tmp;
1053 }
1054 }
1055 else
1056 { /* Put objects in inventory onto this space */
1057 object *op = inv;
1058
1059 while (op)
1060 {
1061 object *tmp = op->below;
1062
1063 remove_ob (op);
1064
1065 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1066 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1067 free_object (op);
1068 else
1069 {
1070 op->x = x;
1071 op->y = y;
1072 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1073 }
1074
1075 op = tmp;
1076 }
1077 }
1105 } 1078 }
1106 } 1079
1107 else { /* Put objects in inventory onto this space */ 1080 owner = 0;
1108 op=ob->inv; 1081
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114 free_object(op);
1115 else {
1116 op->x=ob->x;
1117 op->y=ob->y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119 }
1120 op=tmp;
1121 }
1122 }
1123 }
1124 /* Remove object from the active list */ 1082 /* Remove object from the active list */
1125 ob->speed = 0; 1083 speed = 0;
1126 update_ob_speed(ob); 1084 update_ob_speed (this);
1127 1085
1128 SET_FLAG(ob, FLAG_FREED); 1086 unlink ();
1129 ob->count = 0;
1130 1087
1131 /* Remove this object from the list of used objects */ 1088 mortals.push_back (this);
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152
1153
1154 /* Why aren't events freed? */
1155 free_key_values(ob);
1156
1157#if 0 /* MEMORY_DEBUG*/
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159 * presumes the freed_object will stick around for at least a little
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179}
1180
1181/*
1182 * count_free() returns the number of objects on the list of free objects.
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i;
1191}
1192
1193/*
1194 * count_used() returns the number of objects on the list of used objects.
1195 */
1196
1197int count_used(void) {
1198 int i=0;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203}
1204
1205/*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215} 1089}
1216 1090
1217/* 1091/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 1092 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 1093 * weight of an object (and what is carried by it's environment(s)).
1220 */ 1094 */
1221 1095
1096void
1222void sub_weight (object *op, signed long weight) { 1097sub_weight (object *op, signed long weight)
1098{
1223 while (op != NULL) { 1099 while (op != NULL)
1100 {
1224 if (op->type == CONTAINER) { 1101 if (op->type == CONTAINER)
1102 {
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1103 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1104 }
1227 op->carrying-=weight; 1105 op->carrying -= weight;
1228 op = op->env; 1106 op = op->env;
1229 } 1107 }
1230} 1108}
1231 1109
1232/* remove_ob(op): 1110/* remove_ob(op):
1233 * This function removes the object op from the linked list of objects 1111 * 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 1112 * which it is currently tied to. When this function is done, the
1236 * environment, the x and y coordinates will be updated to 1114 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1115 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1116 * Beware: This function is called from the editor as well!
1239 */ 1117 */
1240 1118
1119void
1241void remove_ob(object *op) { 1120remove_ob (object *op)
1242 object *tmp,*last=NULL; 1121{
1243 object *otmp; 1122 object *
1244 tag_t tag; 1123 tmp, *
1124 last = NULL;
1125 object *
1126 otmp;
1127
1128 tag_t
1129 tag;
1130 int
1245 int check_walk_off; 1131 check_walk_off;
1246 mapstruct *m; 1132 mapstruct *
1247 sint16 x,y;
1248 1133 m;
1249 1134
1135 sint16
1136 x,
1137 y;
1138
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1139 if (QUERY_FLAG (op, FLAG_REMOVED))
1251 dump_object(op); 1140 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1141
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); 1142 SET_FLAG (op, FLAG_REMOVED);
1270 1143
1144 if (op->more != NULL)
1145 remove_ob (op->more);
1146
1271 /* 1147 /*
1272 * In this case, the object to be removed is in someones 1148 * In this case, the object to be removed is in someones
1273 * inventory. 1149 * inventory.
1274 */ 1150 */
1275 if(op->env!=NULL) { 1151 if (op->env != NULL)
1152 {
1276 if(op->nrof) 1153 if (op->nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1154 sub_weight (op->env, op->weight * op->nrof);
1278 else 1155 else
1279 sub_weight(op->env, op->weight+op->carrying); 1156 sub_weight (op->env, op->weight + op->carrying);
1280 1157
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1158 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1159 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1160 * to save cpu time.
1284 */ 1161 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1162 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp); 1163 fix_player (otmp);
1288 1164
1289 if(op->above!=NULL) 1165 if (op->above != NULL)
1290 op->above->below=op->below; 1166 op->above->below = op->below;
1291 else 1167 else
1292 op->env->inv=op->below; 1168 op->env->inv = op->below;
1293 1169
1294 if(op->below!=NULL) 1170 if (op->below != NULL)
1295 op->below->above=op->above; 1171 op->below->above = op->above;
1296 1172
1297 /* we set up values so that it could be inserted into 1173 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1174 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1175 * to the caller to decide what we want to do.
1300 */ 1176 */
1301 op->x=op->env->x,op->y=op->env->y; 1177 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; 1178 op->map = op->env->map;
1304 op->above=NULL,op->below=NULL; 1179 op->above = NULL, op->below = NULL;
1305 op->env=NULL; 1180 op->env = NULL;
1306 return; 1181 }
1182 else if (op->map)
1307 } 1183 {
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x; 1184 x = op->x;
1313 y = op->y; 1185 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y); 1186 m = get_map_from_coord (op->map, &x, &y);
1315 1187
1316 if (!m) { 1188 if (!m)
1189 {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1190 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); 1191 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue. 1192 /* 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 1193 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed. 1194 * screwed up and should be fixed.
1322 */ 1195 */
1323 abort(); 1196 abort ();
1324 } 1197 }
1198
1325 if (op->map != m) { 1199 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", 1200 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); 1201 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329 1202
1330 /* Re did the following section of code - it looks like it had 1203 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about 1204 * lots of logic for things we no longer care about
1332 */ 1205 */
1333 1206
1334 /* link the object above us */ 1207 /* link the object above us */
1335 if (op->above) 1208 if (op->above)
1336 op->above->below=op->below; 1209 op->above->below = op->below;
1337 else 1210 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1211 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1339 1212
1340 /* Relink the object below us, if there is one */ 1213 /* Relink the object below us, if there is one */
1341 if(op->below) { 1214 if (op->below)
1342 op->below->above=op->above; 1215 op->below->above = op->above;
1343 } else { 1216 else
1217 {
1344 /* Nothing below, which means we need to relink map object for this space 1218 /* 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 1219 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1220 * evident
1347 */ 1221 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1222 if (GET_MAP_OB (m, x, y) != op)
1223 {
1349 dump_object(op); 1224 dump_object (op);
1225 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); 1226 "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);
1351 dump_object(GET_MAP_OB(m,x,y)); 1227 dump_object (GET_MAP_OB (m, x, y));
1352 LOG(llevError,"%s\n",errmsg); 1228 LOG (llevError, "%s\n", errmsg);
1353 } 1229 }
1230
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1231 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1355 } 1232 }
1356 op->above=NULL; 1233
1234 op->above = 0;
1357 op->below=NULL; 1235 op->below = 0;
1358 1236
1359 if (op->map->in_memory == MAP_SAVING) 1237 if (op->map->in_memory == MAP_SAVING)
1360 return; 1238 return;
1361 1239
1362 tag = op->count; 1240 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1241 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1242
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1243 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1244 {
1365 /* No point updating the players look faces if he is the object 1245 /* No point updating the players look faces if he is the object
1366 * being removed. 1246 * being removed.
1367 */ 1247 */
1368 1248
1369 if(tmp->type==PLAYER && tmp!=op) { 1249 if (tmp->type == PLAYER && tmp != op)
1250 {
1370 /* If a container that the player is currently using somehow gets 1251 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1252 * removed (most likely destroyed), update the player view
1372 * appropriately. 1253 * appropriately.
1373 */ 1254 */
1374 if (tmp->container==op) { 1255 if (tmp->container == op)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1256 {
1376 tmp->container=NULL; 1257 CLEAR_FLAG (op, FLAG_APPLIED);
1377 } 1258 tmp->container = NULL;
1259 }
1260
1378 tmp->contr->socket.update_look=1; 1261 tmp->contr->socket.update_look = 1;
1379 } 1262 }
1263
1380 /* See if player moving off should effect something */ 1264 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1265 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1266 {
1383
1384 move_apply(tmp, op, NULL); 1267 move_apply (tmp, op, NULL);
1268
1385 if (was_destroyed (op, tag)) { 1269 if (was_destroyed (op, tag))
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1270 {
1387 "leaving object\n", tmp->name, tmp->arch->name); 1271 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1388 } 1272 }
1389 } 1273 }
1390 1274
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1275 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1276
1393 if(tmp->above == tmp) 1277 if (tmp->above == tmp)
1394 tmp->above = NULL; 1278 tmp->above = NULL;
1395 last=tmp; 1279
1396 } 1280 last = tmp;
1281 }
1282
1397 /* last == NULL of there are no objects on this space */ 1283 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1284 if (last == NULL)
1285 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1286 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1287 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't 1288 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1289 * be correct anyways.
1403 */ 1290 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1291 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1292 update_position (op->map, op->x, op->y);
1406 } 1293 }
1407 else 1294 else
1408 update_object(last, UP_OBJ_REMOVE); 1295 update_object (last, UP_OBJ_REMOVE);
1409 1296
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1297 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y); 1298 update_all_los (op->map, op->x, op->y);
1412 1299 }
1413} 1300}
1414 1301
1415/* 1302/*
1416 * merge_ob(op,top): 1303 * merge_ob(op,top):
1417 * 1304 *
1418 * This function goes through all objects below and including top, and 1305 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1306 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1307 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1308 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1309 */
1423 1310object *
1424object *merge_ob(object *op, object *top) { 1311merge_ob (object *op, object *top)
1312{
1425 if(!op->nrof) 1313 if (!op->nrof)
1426 return 0; 1314 return 0;
1315
1427 if(top==NULL) 1316 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1317 for (top = op; top != NULL && top->above != NULL; top = top->above);
1318
1429 for(;top!=NULL;top=top->below) { 1319 for (; top != NULL; top = top->below)
1320 {
1430 if(top==op) 1321 if (top == op)
1431 continue; 1322 continue;
1432 if (CAN_MERGE(op,top)) 1323 if (CAN_MERGE (op, top))
1433 { 1324 {
1434 top->nrof+=op->nrof; 1325 top->nrof += op->nrof;
1326
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1327/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1328 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1329 remove_ob (op);
1438 free_object(op); 1330 free_object (op);
1439 return top; 1331 return top;
1440 } 1332 }
1441 } 1333 }
1334
1442 return NULL; 1335 return NULL;
1443} 1336}
1444 1337
1445/* 1338/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1339 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1340 * job preparing multi-part monsters
1448 */ 1341 */
1342object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1343insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1344{
1450 object* tmp; 1345 object *tmp;
1346
1451 if (op->head) 1347 if (op->head)
1452 op=op->head; 1348 op = op->head;
1349
1453 for (tmp=op;tmp;tmp=tmp->more){ 1350 for (tmp = op; tmp; tmp = tmp->more)
1351 {
1454 tmp->x=x+tmp->arch->clone.x; 1352 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1353 tmp->y = y + tmp->arch->clone.y;
1456 } 1354 }
1355
1457 return insert_ob_in_map (op, m, originator, flag); 1356 return insert_ob_in_map (op, m, originator, flag);
1458} 1357}
1459 1358
1460/* 1359/*
1461 * insert_ob_in_map (op, map, originator, flag): 1360 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1361 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1375 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1376 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1377 * just 'op' otherwise
1479 */ 1378 */
1480 1379
1380object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1381insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1482{ 1382{
1483 object *tmp, *top, *floor=NULL; 1383 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1384 sint16 x, y;
1485 1385
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1386 if (QUERY_FLAG (op, FLAG_FREED))
1387 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1388 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1389 return NULL;
1390 }
1391
1392 if (m == NULL)
1489 } 1393 {
1490 if(m==NULL) {
1491 dump_object(op); 1394 dump_object (op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1395 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1493 return op; 1396 return op;
1494 } 1397 }
1398
1495 if(out_of_map(m,op->x,op->y)) { 1399 if (out_of_map (m, op->x, op->y))
1400 {
1496 dump_object(op); 1401 dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1402 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1498#ifdef MANY_CORES 1403#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1404 /* 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 1405 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1406 * improperly inserted.
1502 */ 1407 */
1503 abort(); 1408 abort ();
1504#endif 1409#endif
1505 return op; 1410 return op;
1506 } 1411 }
1412
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1413 if (!QUERY_FLAG (op, FLAG_REMOVED))
1414 {
1508 dump_object(op); 1415 dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1416 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op; 1417 return op;
1511 } 1418 }
1419
1512 if(op->more!=NULL) { 1420 if (op->more != NULL)
1421 {
1513 /* The part may be on a different map. */ 1422 /* The part may be on a different map. */
1514 1423
1515 object *more = op->more; 1424 object *more = op->more;
1516 1425
1517 /* We really need the caller to normalize coordinates - if 1426 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1427 * 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 1428 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1429 * is clear wrong do we normalize it.
1521 */ 1430 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1431 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); 1432 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1433 else if (!more->map)
1434 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1435 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1436 * more->map should always point to the parent.
1530 */ 1437 */
1531 more->map = m; 1438 more->map = m;
1532 } 1439 }
1533 1440
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1441 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1442 {
1535 if ( ! op->head) 1443 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1444 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1445
1537 return NULL; 1446 return NULL;
1538 } 1447 }
1539 } 1448 }
1449
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1450 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1451
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 1452 /* 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 1453 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1454 * need extra work
1549 */ 1455 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1456 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1457 x = op->x;
1552 y = op->y; 1458 y = op->y;
1553 1459
1554 /* this has to be done after we translate the coordinates. 1460 /* this has to be done after we translate the coordinates.
1555 */ 1461 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1462 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1463 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1464 if (CAN_MERGE (op, tmp))
1559 op->nrof+=tmp->nrof; 1465 {
1560 remove_ob(tmp); 1466 op->nrof += tmp->nrof;
1561 free_object(tmp); 1467 remove_ob (tmp);
1562 } 1468 free_object (tmp);
1563 } 1469 }
1564 1470
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1471 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1472 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1473
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1474 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1475 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1476
1570 if (flag & INS_BELOW_ORIGINATOR) { 1477 if (flag & INS_BELOW_ORIGINATOR)
1478 {
1571 if (originator->map != op->map || originator->x != op->x || 1479 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1480 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1481 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1482 abort ();
1575 } 1483 }
1484
1576 op->above = originator; 1485 op->above = originator;
1577 op->below = originator->below; 1486 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1487
1488 if (op->below)
1489 op->below->above = op;
1490 else
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1491 SET_MAP_OB (op->map, op->x, op->y, op);
1492
1580 /* since *below* originator, no need to update top */ 1493 /* since *below* originator, no need to update top */
1581 originator->below = op; 1494 originator->below = op;
1582 } else { 1495 }
1496 else
1497 {
1583 /* If there are other objects, then */ 1498 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1499 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1500 {
1585 object *last=NULL; 1501 object *last = NULL;
1586 /* 1502
1503 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1504 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1505 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1506 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1507 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1508 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1509 * 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 1510 * 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 1511 * 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 1512 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1513 * that flying non pickable objects are spell objects.
1597 */ 1514 */
1598 1515
1599 while (top != NULL) { 1516 while (top != NULL)
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1517 {
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1518 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1602 if (QUERY_FLAG(top, FLAG_NO_PICK) 1519 floor = top;
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1520
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1521 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1605 { 1522 {
1606 /* We insert above top, so we want this object below this */ 1523 /* We insert above top, so we want this object below this */
1607 top=top->below; 1524 top = top->below;
1608 break; 1525 break;
1609 } 1526 }
1610 last = top; 1527
1611 top = top->above; 1528 last = top;
1612 } 1529 top = top->above;
1530 }
1531
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1532 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1533 top = last;
1615 1534
1616 /* We let update_position deal with figuring out what the space 1535 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1536 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1537 * makes things faster, and effectively the same result.
1619 */ 1538 */
1620 1539
1621 /* Have object 'fall below' other objects that block view. 1540 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1541 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1542 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1543 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1544 * stacking is a bit odd.
1626 */ 1545 */
1627 if (!(flag & INS_ON_TOP) && 1546 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1547 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1629 (op->face && !op->face->visibility)) { 1548 {
1630 for (last=top; last != floor; last=last->below) 1549 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1550 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1551 break;
1632 /* Check to see if we found the object that blocks view, 1552 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1553 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1554 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1555 * set top to the object below us.
1636 */ 1556 */
1637 if (last && last->below && last != floor) top=last->below; 1557 if (last && last->below && last != floor)
1638 } 1558 top = last->below;
1639 } /* If objects on this space */ 1559 }
1560 } /* If objects on this space */
1561
1640 if (flag & INS_MAP_LOAD) 1562 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1563 top = GET_MAP_TOP (op->map, op->x, op->y);
1564
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1565 if (flag & INS_ABOVE_FLOOR_ONLY)
1566 top = floor;
1643 1567
1644 /* Top is the object that our object (op) is going to get inserted above. 1568 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1569 */
1646 1570
1647 /* First object on this space */ 1571 /* First object on this space */
1648 if (!top) { 1572 if (!top)
1573 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1574 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1575
1576 if (op->above)
1577 op->above->below = op;
1578
1651 op->below = NULL; 1579 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1580 SET_MAP_OB (op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */ 1581 }
1582 else
1583 { /* get inserted into the stack above top */
1654 op->above = top->above; 1584 op->above = top->above;
1655 if (op->above) op->above->below = op; 1585
1586 if (op->above)
1587 op->above->below = op;
1588
1656 op->below = top; 1589 op->below = top;
1657 top->above = op; 1590 top->above = op;
1658 } 1591 }
1592
1659 if (op->above==NULL) 1593 if (op->above == NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1594 SET_MAP_TOP (op->map, op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */ 1595 } /* else not INS_BELOW_ORIGINATOR */
1662 1596
1663 if(op->type==PLAYER) 1597 if (op->type == PLAYER)
1664 op->contr->do_los=1; 1598 op->contr->do_los = 1;
1665 1599
1666 /* If we have a floor, we know the player, if any, will be above 1600 /* 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. 1601 * it, so save a few ticks and start from there.
1668 */ 1602 */
1669 if (!(flag & INS_MAP_LOAD)) 1603 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1604 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1671 if (tmp->type == PLAYER) 1605 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1; 1606 tmp->contr->socket.update_look = 1;
1673 }
1674 1607
1675 /* If this object glows, it may affect lighting conditions that are 1608 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1609 * 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 1610 * 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 1611 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1612 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1613 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1614 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1615 * of effect may be sufficient.
1683 */ 1616 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1617 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1618 update_all_los (op->map, op->x, op->y);
1686 1619
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1620 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1621 update_object (op, UP_OBJ_INSERT);
1690 1622
1691
1692 /* Don't know if moving this to the end will break anything. However, 1623 /* 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. 1624 * we want to have update_look set above before calling this.
1694 * 1625 *
1695 * check_move_on() must be after this because code called from 1626 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1627 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1628 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1629 * update_object().
1699 */ 1630 */
1700 1631
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1632 /* 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) { 1633 if (!(flag & INS_NO_WALK_ON) && !op->head)
1634 {
1704 if (check_move_on(op, originator)) 1635 if (check_move_on (op, originator))
1705 return NULL; 1636 return NULL;
1706 1637
1707 /* If we are a multi part object, lets work our way through the check 1638 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1639 * walk on's.
1709 */ 1640 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1641 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1642 if (check_move_on (tmp, originator))
1712 return NULL; 1643 return NULL;
1713 } 1644 }
1645
1714 return op; 1646 return op;
1715} 1647}
1716 1648
1717/* this function inserts an object in the map, but if it 1649/* 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. 1650 * 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. 1651 * op is the object to insert it under: supplies x and the map.
1720 */ 1652 */
1653void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1654replace_insert_ob_in_map (const char *arch_string, object *op)
1655{
1722 object *tmp; 1656 object *
1723 object *tmp1; 1657 tmp;
1658 object *
1659 tmp1;
1724 1660
1725 /* first search for itself and remove any old instances */ 1661 /* first search for itself and remove any old instances */
1726 1662
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1663 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1664 {
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1665 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1666 {
1729 remove_ob(tmp); 1667 remove_ob (tmp);
1730 free_object(tmp); 1668 free_object (tmp);
1731 } 1669 }
1732 } 1670 }
1733 1671
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1672 tmp1 = arch_to_object (find_archetype (arch_string));
1735 1673
1736 1674 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1675 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1676 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1677}
1740 1678
1741/* 1679/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1680 * 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 1681 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1682 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1683 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1684 * global static errmsg array.
1747 */ 1685 */
1748 1686
1687object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1688get_split_ob (object *orig_ob, uint32 nr)
1750 object *newob; 1689{
1690 object *
1691 newob;
1692 int
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1693 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1694
1753 if(orig_ob->nrof<nr) { 1695 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 } 1696 {
1697 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1698 return NULL;
1699 }
1700
1758 newob = object_create_clone(orig_ob); 1701 newob = object_create_clone (orig_ob);
1702
1759 if((orig_ob->nrof-=nr)<1) { 1703 if ((orig_ob->nrof -= nr) < 1)
1704 {
1760 if ( ! is_removed) 1705 if (!is_removed)
1761 remove_ob(orig_ob); 1706 remove_ob (orig_ob);
1762 free_object2(orig_ob, 1); 1707 free_object2 (orig_ob, 1);
1763 } 1708 }
1764 else if ( ! is_removed) { 1709 else if (!is_removed)
1710 {
1765 if(orig_ob->env!=NULL) 1711 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1712 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1713 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1714 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1715 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"); 1716 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1717 return NULL;
1772 } 1718 }
1773 } 1719 }
1720
1774 newob->nrof=nr; 1721 newob->nrof = nr;
1775 1722
1776 return newob; 1723 return newob;
1777} 1724}
1778 1725
1779/* 1726/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1727 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1728 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1729 * is subsequently removed and freed.
1783 * 1730 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1731 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1732 */
1786 1733
1734object *
1787object *decrease_ob_nr (object *op, uint32 i) 1735decrease_ob_nr (object *op, uint32 i)
1788{ 1736{
1789 object *tmp; 1737 object *tmp;
1790 player *pl; 1738 player *pl;
1791 1739
1792 if (i == 0) /* objects with op->nrof require this check */ 1740 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1741 return op;
1794 1742
1795 if (i > op->nrof) 1743 if (i > op->nrof)
1796 i = op->nrof; 1744 i = op->nrof;
1797 1745
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1746 if (QUERY_FLAG (op, FLAG_REMOVED))
1747 op->nrof -= i;
1748 else if (op->env != NULL)
1749 {
1750 /* is this object in the players inventory, or sub container
1751 * therein?
1752 */
1753 tmp = is_player_inv (op->env);
1754 /* nope. Is this a container the player has opened?
1755 * If so, set tmp to that player.
1756 * IMO, searching through all the players will mostly
1757 * likely be quicker than following op->env to the map,
1758 * and then searching the map for a player.
1759 */
1760 if (!tmp)
1761 {
1762 for (pl = first_player; pl; pl = pl->next)
1763 if (pl->ob->container == op->env)
1764 break;
1765 if (pl)
1766 tmp = pl->ob;
1767 else
1768 tmp = NULL;
1769 }
1770
1771 if (i < op->nrof)
1772 {
1773 sub_weight (op->env, op->weight * i);
1774 op->nrof -= i;
1775 if (tmp)
1776 {
1777 esrv_send_item (tmp, op);
1778 }
1779 }
1780 else
1781 {
1782 remove_ob (op);
1783 op->nrof = 0;
1784 if (tmp)
1785 {
1786 esrv_del_item (tmp->contr, op->count);
1787 }
1788 }
1799 { 1789 }
1790 else
1791 {
1792 object *above = op->above;
1793
1794 if (i < op->nrof)
1800 op->nrof -= i; 1795 op->nrof -= i;
1801 }
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else { 1796 else
1797 {
1828 remove_ob (op); 1798 remove_ob (op);
1829 op->nrof = 0; 1799 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1800 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1801
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 */ 1802 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1803 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1804 if (tmp->type == PLAYER)
1805 {
1848 if (op->nrof) 1806 if (op->nrof)
1849 esrv_send_item(tmp, op); 1807 esrv_send_item (tmp, op);
1850 else 1808 else
1851 esrv_del_item(tmp->contr, op->count); 1809 esrv_del_item (tmp->contr, op->count);
1852 } 1810 }
1853 } 1811 }
1854 1812
1855 if (op->nrof) { 1813 if (op->nrof)
1856 return op; 1814 return op;
1857 } else { 1815 else
1816 {
1858 free_object (op); 1817 free_object (op);
1859 return NULL; 1818 return NULL;
1860 } 1819 }
1861} 1820}
1862 1821
1863/* 1822/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1823 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1824 * and also updates how much the environment(s) is/are carrying.
1866 */ 1825 */
1867 1826
1827void
1868void add_weight (object *op, signed long weight) { 1828add_weight (object *op, signed long weight)
1829{
1869 while (op!=NULL) { 1830 while (op != NULL)
1831 {
1870 if (op->type == CONTAINER) { 1832 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1833 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1834
1873 op->carrying+=weight; 1835 op->carrying += weight;
1874 op=op->env; 1836 op = op->env;
1875 } 1837 }
1876} 1838}
1877 1839
1878/* 1840/*
1879 * insert_ob_in_ob(op,environment): 1841 * insert_ob_in_ob(op,environment):
1880 * This function inserts the object op in the linked list 1842 * This function inserts the object op in the linked list
1887 * 1849 *
1888 * The function returns now pointer to inserted item, and return value can 1850 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1851 * be != op, if items are merged. -Tero
1890 */ 1852 */
1891 1853
1854object *
1892object *insert_ob_in_ob(object *op,object *where) { 1855insert_ob_in_ob (object *op, object *where)
1893 object *tmp, *otmp; 1856{
1857 object *
1858 tmp, *
1859 otmp;
1894 1860
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1861 if (!QUERY_FLAG (op, FLAG_REMOVED))
1862 {
1896 dump_object(op); 1863 dump_object (op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1864 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1898 return op; 1865 return op;
1899 } 1866 }
1867
1900 if(where==NULL) { 1868 if (where == NULL)
1869 {
1901 dump_object(op); 1870 dump_object (op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1871 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1903 return op; 1872 return op;
1904 } 1873 }
1874
1905 if (where->head) { 1875 if (where->head)
1906 LOG(llevDebug, 1876 {
1907 "Warning: Tried to insert object wrong part of multipart object.\n"); 1877 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head; 1878 where = where->head;
1909 } 1879 }
1880
1910 if (op->more) { 1881 if (op->more)
1882 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1883 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1884 return op;
1914 } 1885 }
1886
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1887 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1888 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1889 if (op->nrof)
1890 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1891 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1892 if (CAN_MERGE (tmp, op))
1893 {
1920 /* return the original object and remove inserted object 1894 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1895 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1896 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1897 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1898 * tmp->nrof, we need to increase the weight.
1925 */ 1899 */
1926 add_weight (where, op->weight*op->nrof); 1900 add_weight (where, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1901 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1902 free_object (op); /* free the inserted object */
1929 op = tmp; 1903 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1904 remove_ob (op); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1905 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1906 break;
1933 } 1907 }
1934 1908
1935 /* I assume combined objects have no inventory 1909 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1910 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1911 * (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 1912 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1913 * the linking below
1940 */ 1914 */
1941 add_weight (where, op->weight*op->nrof); 1915 add_weight (where, op->weight * op->nrof);
1916 }
1942 } else 1917 else
1943 add_weight (where, (op->weight+op->carrying)); 1918 add_weight (where, (op->weight + op->carrying));
1944 1919
1945 otmp=is_player_inv(where); 1920 otmp = is_player_inv (where);
1946 if (otmp&&otmp->contr!=NULL) { 1921 if (otmp && otmp->contr != NULL)
1922 {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1923 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1924 fix_player (otmp);
1949 } 1925 }
1950 1926
1951 op->map=NULL; 1927 op->map = NULL;
1952 op->env=where; 1928 op->env = where;
1953 op->above=NULL; 1929 op->above = NULL;
1954 op->below=NULL; 1930 op->below = NULL;
1955 op->x=0,op->y=0; 1931 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1932
1958 /* reset the light list and los of the players on the map */ 1933 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1934 if ((op->glow_radius != 0) && where->map)
1960 { 1935 {
1961#ifdef DEBUG_LIGHTS 1936#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1937 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1938#endif /* DEBUG_LIGHTS */
1939 if (MAP_DARKNESS (where->map))
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1940 update_all_los (where->map, where->x, where->y);
1966 } 1941 }
1967 1942
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1943 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1944 * It sure simplifies this function...
1970 */ 1945 */
1971 if (where->inv==NULL) 1946 if (where->inv == NULL)
1972 where->inv=op; 1947 where->inv = op;
1973 else { 1948 else
1949 {
1974 op->below = where->inv; 1950 op->below = where->inv;
1975 op->below->above = op; 1951 op->below->above = op;
1976 where->inv = op; 1952 where->inv = op;
1977 } 1953 }
1978 return op; 1954 return op;
1979} 1955}
1980 1956
1981/* 1957/*
1982 * Checks if any objects has a move_type that matches objects 1958 * Checks if any objects has a move_type that matches objects
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1973 * 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 1974 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1975 * on top.
2000 */ 1976 */
2001 1977
1978int
2002int check_move_on (object *op, object *originator) 1979check_move_on (object *op, object *originator)
2003{ 1980{
2004 object *tmp; 1981 object *
2005 tag_t tag; 1982 tmp;
2006 mapstruct *m=op->map; 1983 tag_t
1984 tag;
1985 mapstruct *
1986 m = op->map;
1987 int
2007 int x=op->x, y=op->y; 1988 x = op->x, y = op->y;
2008 MoveType move_on, move_slow, move_block;
2009 1989
1990 MoveType
1991 move_on,
1992 move_slow,
1993 move_block;
1994
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1995 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; 1996 return 0;
1997
1998 tag = op->count;
1999
2000 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2001 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2002 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2003
2004 /* if nothing on this space will slow op down or be applied,
2005 * no need to do checking below. have to make sure move_type
2006 * is set, as lots of objects don't have it set - we treat that
2007 * as walking.
2008 */
2009 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2010 return 0;
2011
2012 /* This is basically inverse logic of that below - basically,
2013 * if the object can avoid the move on or slow move, they do so,
2014 * but can't do it if the alternate movement they are using is
2015 * blocked. Logic on this seems confusing, but does seem correct.
2016 */
2017 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2018 return 0;
2019
2020 /* The objects have to be checked from top to bottom.
2021 * Hence, we first go to the top:
2022 */
2023
2024 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2025 {
2026 /* Trim the search when we find the first other spell effect
2027 * this helps performance so that if a space has 50 spell objects,
2028 * we don't need to check all of them.
2029 */
2030 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2031 break;
2032 }
2033
2034 for (; tmp; tmp = tmp->below)
2035 {
2036 if (tmp == op)
2037 continue; /* Can't apply yourself */
2038
2039 /* Check to see if one of the movement types should be slowed down.
2040 * Second check makes sure that the movement types not being slowed
2041 * (~slow_move) is not blocked on this space - just because the
2042 * space doesn't slow down swimming (for example), if you can't actually
2043 * swim on that space, can't use it to avoid the penalty.
2044 */
2045 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2046 {
2047 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2048 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2049 {
2050
2051 float
2052 diff = tmp->move_slow_penalty * FABS (op->speed);
2053
2054 if (op->type == PLAYER)
2055 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2056 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2057 diff /= 4.0;
2058
2059 op->speed_left -= diff;
2060 }
2061 }
2062
2063 /* Basically same logic as above, except now for actual apply. */
2064 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2065 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2066 {
2067 move_apply (tmp, op, originator);
2068
2069 if (was_destroyed (op, tag))
2070 return 1;
2071
2072 /* what the person/creature stepped onto has moved the object
2073 * someplace new. Don't process any further - if we did,
2074 * have a feeling strange problems would result.
2075 */
2076 if (op->map != m || op->x != x || op->y != y)
2077 return 0;
2078 }
2079 }
2080
2081 return 0;
2091} 2082}
2092 2083
2093/* 2084/*
2094 * present_arch(arch, map, x, y) searches for any objects with 2085 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 2086 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 2087 * The first matching object is returned, or NULL if none.
2097 */ 2088 */
2098 2089
2090object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2091present_arch (const archetype *at, mapstruct *m, int x, int y)
2092{
2100 object *tmp; 2093 object *
2094 tmp;
2095
2101 if(m==NULL || out_of_map(m,x,y)) { 2096 if (m == NULL || out_of_map (m, x, y))
2097 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 2098 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 2099 return NULL;
2104 } 2100 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 2102 if (tmp->arch == at)
2107 return tmp; 2103 return tmp;
2108 return NULL; 2104 return NULL;
2109} 2105}
2110 2106
2111/* 2107/*
2112 * present(type, map, x, y) searches for any objects with 2108 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 2109 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 2110 * The first matching object is returned, or NULL if none.
2115 */ 2111 */
2116 2112
2113object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 2114present (unsigned char type, mapstruct *m, int x, int y)
2115{
2118 object *tmp; 2116 object *
2117 tmp;
2118
2119 if(out_of_map(m,x,y)) { 2119 if (out_of_map (m, x, y))
2120 {
2120 LOG(llevError,"Present called outside map.\n"); 2121 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 2122 return NULL;
2122 } 2123 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2124 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 2125 if (tmp->type == type)
2125 return tmp; 2126 return tmp;
2126 return NULL; 2127 return NULL;
2127} 2128}
2128 2129
2129/* 2130/*
2130 * present_in_ob(type, object) searches for any objects with 2131 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 2132 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 2133 * The first matching object is returned, or NULL if none.
2133 */ 2134 */
2134 2135
2136object *
2135object *present_in_ob(unsigned char type, const object *op) { 2137present_in_ob (unsigned char type, const object *op)
2138{
2136 object *tmp; 2139 object *
2140 tmp;
2141
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2142 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 2143 if (tmp->type == type)
2139 return tmp; 2144 return tmp;
2140 return NULL; 2145 return NULL;
2141} 2146}
2142 2147
2143/* 2148/*
2153 * the object name, not the archetype name. this is so that the 2158 * 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 2159 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2160 * to be unique.
2156 */ 2161 */
2157 2162
2163object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2164present_in_ob_by_name (int type, const char *str, const object *op)
2165{
2159 object *tmp; 2166 object *
2167 tmp;
2160 2168
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2169 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2170 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2171 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2172 return tmp;
2164 } 2173 }
2165 return NULL; 2174 return NULL;
2166} 2175}
2167 2176
2168/* 2177/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2178 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2179 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2180 * The first matching object is returned, or NULL if none.
2172 */ 2181 */
2173 2182
2183object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2184present_arch_in_ob (const archetype *at, const object *op)
2185{
2175 object *tmp; 2186 object *
2187 tmp;
2188
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2189 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2190 if (tmp->arch == at)
2178 return tmp; 2191 return tmp;
2179 return NULL; 2192 return NULL;
2180} 2193}
2181 2194
2182/* 2195/*
2183 * activate recursively a flag on an object inventory 2196 * activate recursively a flag on an object inventory
2184 */ 2197 */
2198void
2185void flag_inv(object*op, int flag){ 2199flag_inv (object *op, int flag)
2200{
2186 object *tmp; 2201 object *
2202 tmp;
2203
2187 if(op->inv) 2204 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2205 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2206 {
2189 SET_FLAG(tmp, flag); 2207 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2208 flag_inv (tmp, flag);
2191 } 2209 }
2192}/* 2210} /*
2193 * desactivate recursively a flag on an object inventory 2211 * desactivate recursively a flag on an object inventory
2194 */ 2212 */
2213void
2195void unflag_inv(object*op, int flag){ 2214unflag_inv (object *op, int flag)
2215{
2196 object *tmp; 2216 object *
2217 tmp;
2218
2197 if(op->inv) 2219 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2220 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2221 {
2199 CLEAR_FLAG(tmp, flag); 2222 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2223 unflag_inv (tmp, flag);
2201 } 2224 }
2202} 2225}
2203 2226
2204/* 2227/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2228 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2229 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2230 * 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. 2231 * him/her-self and all object carried by a call to this function.
2209 */ 2232 */
2210 2233
2234void
2211void set_cheat(object *op) { 2235set_cheat (object *op)
2236{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2237 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2238 flag_inv (op, FLAG_WAS_WIZ);
2214} 2239}
2215 2240
2216/* 2241/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2242 * 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 2243 * a spot at the given map and coordinates which will be able to contain
2233 * to know if the space in question will block the object. We can't use 2258 * 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 2259 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2260 * customized, changed states, etc.
2236 */ 2261 */
2237 2262
2263int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2264find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2265{
2266 int
2267 i,
2239 int i,index=0, flag; 2268 index = 0, flag;
2269 static int
2240 static int altern[SIZEOFFREE]; 2270 altern[SIZEOFFREE];
2241 2271
2242 for(i=start;i<stop;i++) { 2272 for (i = start; i < stop; i++)
2273 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2274 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2275 if (!flag)
2245 altern[index++]=i; 2276 altern[index++] = i;
2246 2277
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2278 /* 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. 2279 * 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 - 2280 * 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 2281 * 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 2282 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2283 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2284 * won't look 2 spaces south of the target space.
2254 */ 2285 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2286 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2287 stop = maxfree[i];
2257 } 2288 }
2258 if(!index) return -1; 2289 if (!index)
2290 return -1;
2259 return altern[RANDOM()%index]; 2291 return altern[RANDOM () % index];
2260} 2292}
2261 2293
2262/* 2294/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2295 * find_first_free_spot(archetype, mapstruct, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2296 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2297 * 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. 2298 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2299 */
2268 2300
2301int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2302find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2303{
2304 int
2270 int i; 2305 i;
2306
2271 for(i=0;i<SIZEOFFREE;i++) { 2307 for (i = 0; i < SIZEOFFREE; i++)
2308 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2309 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2310 return i;
2274 } 2311 }
2275 return -1; 2312 return -1;
2276} 2313}
2277 2314
2278/* 2315/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2316 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2317 * arr[begin..end-1].
2281 */ 2318 */
2319static void
2282static void permute(int *arr, int begin, int end) 2320permute (int *arr, int begin, int end)
2283{ 2321{
2284 int i, j, tmp, len; 2322 int
2323 i,
2324 j,
2325 tmp,
2326 len;
2285 2327
2286 len = end-begin; 2328 len = end - begin;
2287 for(i = begin; i < end; i++) 2329 for (i = begin; i < end; i++)
2288 { 2330 {
2289 j = begin+RANDOM()%len; 2331 j = begin + RANDOM () % len;
2290 2332
2291 tmp = arr[i]; 2333 tmp = arr[i];
2292 arr[i] = arr[j]; 2334 arr[i] = arr[j];
2293 arr[j] = tmp; 2335 arr[j] = tmp;
2294 } 2336 }
2295} 2337}
2296 2338
2297/* new function to make monster searching more efficient, and effective! 2339/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2340 * 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 2341 * 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 2342 * 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 2343 * 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. 2344 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2345 */
2346void
2304void get_search_arr(int *search_arr) 2347get_search_arr (int *search_arr)
2305{ 2348{
2349 int
2306 int i; 2350 i;
2307 2351
2308 for(i = 0; i < SIZEOFFREE; i++) 2352 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2353 {
2310 search_arr[i] = i; 2354 search_arr[i] = i;
2311 } 2355 }
2312 2356
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2357 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2358 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2359 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2360}
2317 2361
2318/* 2362/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2363 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2364 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2370 * 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 2371 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2372 * there is capable of.
2329 */ 2373 */
2330 2374
2375int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2376find_dir (mapstruct *m, int x, int y, object *exclude)
2377{
2378 int
2379 i,
2332 int i,max=SIZEOFFREE, mflags; 2380 max = SIZEOFFREE, mflags;
2381
2333 sint16 nx, ny; 2382 sint16 nx, ny;
2334 object *tmp; 2383 object *
2384 tmp;
2335 mapstruct *mp; 2385 mapstruct *
2386 mp;
2387
2336 MoveType blocked, move_type; 2388 MoveType blocked, move_type;
2337 2389
2338 if (exclude && exclude->head) { 2390 if (exclude && exclude->head)
2391 {
2339 exclude = exclude->head; 2392 exclude = exclude->head;
2340 move_type = exclude->move_type; 2393 move_type = exclude->move_type;
2341 } else { 2394 }
2395 else
2396 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2397 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2398 move_type = MOVE_ALL;
2399 }
2400
2401 for (i = 1; i < max; i++)
2344 } 2402 {
2345 2403 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2404 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2405 ny = y + freearr_y[i];
2350 2406
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2407 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2408 if (mflags & P_OUT_OF_MAP)
2409 {
2353 max = maxfree[i]; 2410 max = maxfree[i];
2354 } else { 2411 }
2412 else
2413 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2414 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2415
2357 if ((move_type & blocked) == move_type) { 2416 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2417 {
2418 max = maxfree[i];
2419 }
2359 } else if (mflags & P_IS_ALIVE) { 2420 else if (mflags & P_IS_ALIVE)
2421 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2422 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2423 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2424 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2425 {
2364 } 2426 break;
2365 } 2427 }
2366 if(tmp) { 2428 }
2367 return freedir[i]; 2429 if (tmp)
2368 } 2430 {
2431 return freedir[i];
2432 }
2433 }
2434 }
2369 } 2435 }
2370 }
2371 }
2372 return 0; 2436 return 0;
2373} 2437}
2374 2438
2375/* 2439/*
2376 * distance(object 1, object 2) will return the square of the 2440 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2441 * distance between the two given objects.
2378 */ 2442 */
2379 2443
2444int
2380int distance(const object *ob1, const object *ob2) { 2445distance (const object *ob1, const object *ob2)
2446{
2381 int i; 2447 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2448 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2449
2450 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2451 return i;
2385} 2452}
2386 2453
2387/* 2454/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2455 * 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 2456 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2457 * object, needs to travel toward it.
2391 */ 2458 */
2392 2459
2460int
2393int find_dir_2(int x, int y) { 2461find_dir_2 (int x, int y)
2462{
2394 int q; 2463 int
2464 q;
2395 2465
2396 if(y) 2466 if (y)
2397 q=x*100/y; 2467 q = x * 100 / y;
2398 else if (x) 2468 else if (x)
2399 q= -300*x; 2469 q = -300 * x;
2400 else 2470 else
2401 return 0; 2471 return 0;
2402 2472
2403 if(y>0) { 2473 if (y > 0)
2474 {
2404 if(q < -242) 2475 if (q < -242)
2405 return 3 ; 2476 return 3;
2406 if (q < -41) 2477 if (q < -41)
2407 return 2 ; 2478 return 2;
2408 if (q < 41) 2479 if (q < 41)
2409 return 1 ; 2480 return 1;
2410 if (q < 242) 2481 if (q < 242)
2411 return 8 ; 2482 return 8;
2412 return 7 ; 2483 return 7;
2413 } 2484 }
2414 2485
2415 if (q < -242) 2486 if (q < -242)
2416 return 7 ; 2487 return 7;
2417 if (q < -41) 2488 if (q < -41)
2418 return 6 ; 2489 return 6;
2419 if (q < 41) 2490 if (q < 41)
2420 return 5 ; 2491 return 5;
2421 if (q < 242) 2492 if (q < 242)
2422 return 4 ; 2493 return 4;
2423 2494
2424 return 3 ; 2495 return 3;
2425} 2496}
2426 2497
2427/* 2498/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2499 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2500 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2501 * "overflow" in previous calculations of a direction).
2431 */ 2502 */
2432 2503
2504int
2433int absdir(int d) { 2505absdir (int d)
2434 while(d<1) d+=8; 2506{
2435 while(d>8) d-=8; 2507 while (d < 1)
2508 d += 8;
2509 while (d > 8)
2510 d -= 8;
2436 return d; 2511 return d;
2437} 2512}
2438 2513
2439/* 2514/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2515 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2516 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2517 */
2443 2518
2519int
2444int dirdiff(int dir1, int dir2) { 2520dirdiff (int dir1, int dir2)
2521{
2445 int d; 2522 int
2523 d;
2524
2446 d = abs(dir1 - dir2); 2525 d = abs (dir1 - dir2);
2447 if(d>4) 2526 if (d > 4)
2448 d = 8 - d; 2527 d = 8 - d;
2449 return d; 2528 return d;
2450} 2529}
2451 2530
2452/* peterm: 2531/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2536 * 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 2537 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2538 * functions.
2460 */ 2539 */
2461 2540
2541int
2462int reduction_dir[SIZEOFFREE][3] = { 2542 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2543 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2544 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2545 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2546 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2547 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2548 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2549 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2550 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2551 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2552 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2553 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2554 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2555 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2556 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2557 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2558 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2559 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2560 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2561 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2562 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2563 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2564 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2565 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2566 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2567 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2568 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2569 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2570 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2571 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2572 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2573 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2574 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2575 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2576 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2577 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2578 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2579 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2580 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2581 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2582 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2583 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2584 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2585 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2586 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2587 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2588 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2589 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2590 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2591 {24, 9, -1}
2592}; /* 48 */
2512 2593
2513/* Recursive routine to step back and see if we can 2594/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2595 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2596 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2597 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2598 * Modified to be map tile aware -.MSW
2518 */ 2599 */
2519
2520 2600
2601
2602int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2603can_see_monsterP (mapstruct *m, int x, int y, int dir)
2604{
2522 sint16 dx, dy; 2605 sint16 dx, dy;
2606 int
2523 int mflags; 2607 mflags;
2524 2608
2609 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2610 return 0; /* exit condition: invalid direction */
2526 2611
2527 dx = x + freearr_x[dir]; 2612 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2613 dy = y + freearr_y[dir];
2529 2614
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2615 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2616
2532 /* This functional arguably was incorrect before - it was 2617 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2618 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2619 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2620 * 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 2621 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2622 * at least its move type.
2538 */ 2623 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2624 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2625 return 0;
2540 2626
2541 /* yes, can see. */ 2627 /* yes, can see. */
2542 if(dir < 9) return 1; 2628 if (dir < 9)
2629 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2630 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2631 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2546} 2632}
2547 2633
2548 2634
2549 2635
2550/* 2636/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2637 * 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 2638 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2639 * picked up, otherwise 0.
2554 * 2640 *
2556 * core dumps if they do. 2642 * core dumps if they do.
2557 * 2643 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2644 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2645 */
2560 2646
2647int
2561int can_pick(const object *who, const object *item) { 2648can_pick (const object *who, const object *item)
2649{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2650 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2651 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2652 !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} 2653}
2567 2654
2568 2655
2569/* 2656/*
2570 * create clone from object to another 2657 * create clone from object to another
2571 */ 2658 */
2659object *
2572object *object_create_clone (object *asrc) { 2660object_create_clone (object *asrc)
2661{
2662 object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2663 dst = NULL, *tmp, *src, *part, *prev, *item;
2574 2664
2665 if (!asrc)
2575 if(!asrc) return NULL; 2666 return NULL;
2576 src = asrc; 2667 src = asrc;
2577 if(src->head) 2668 if (src->head)
2578 src = src->head; 2669 src = src->head;
2579 2670
2580 prev = NULL; 2671 prev = NULL;
2581 for(part = src; part; part = part->more) { 2672 for (part = src; part; part = part->more)
2673 {
2582 tmp = get_object(); 2674 tmp = get_object ();
2583 copy_object(part,tmp); 2675 copy_object (part, tmp);
2584 tmp->x -= src->x; 2676 tmp->x -= src->x;
2585 tmp->y -= src->y; 2677 tmp->y -= src->y;
2586 if(!part->head) { 2678 if (!part->head)
2679 {
2587 dst = tmp; 2680 dst = tmp;
2588 tmp->head = NULL; 2681 tmp->head = NULL;
2682 }
2589 } else { 2683 else
2684 {
2590 tmp->head = dst; 2685 tmp->head = dst;
2591 } 2686 }
2592 tmp->more = NULL; 2687 tmp->more = NULL;
2593 if(prev) 2688 if (prev)
2594 prev->more = tmp; 2689 prev->more = tmp;
2595 prev = tmp; 2690 prev = tmp;
2596 } 2691 }
2692
2597 /*** copy inventory ***/ 2693 /*** copy inventory ***/
2598 for(item = src->inv; item; item = item->below) { 2694 for (item = src->inv; item; item = item->below)
2695 {
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2696 (void) insert_ob_in_ob (object_create_clone (item), dst);
2600 } 2697 }
2601 2698
2602 return dst; 2699 return dst;
2603} 2700}
2604 2701
2605/* return true if the object was destroyed, 0 otherwise */ 2702/* return true if the object was destroyed, 0 otherwise */
2703int
2606int was_destroyed (const object *op, tag_t old_tag) 2704was_destroyed (const object *op, tag_t old_tag)
2607{ 2705{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more 2706 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */ 2707 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2708 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2709}
2612 2710
2613/* GROS - Creates an object using a string representing its content. */ 2711/* GROS - Creates an object using a string representing its content. */
2712
2614/* Basically, we save the content of the string to a temp file, then call */ 2713/* Basically, we save the content of the string to a temp file, then call */
2714
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2715/* load_object on it. I admit it is a highly inefficient way to make things, */
2716
2616/* but it was simple to make and allows reusing the load_object function. */ 2717/* but it was simple to make and allows reusing the load_object function. */
2718
2617/* Remember not to use load_object_str in a time-critical situation. */ 2719/* Remember not to use load_object_str in a time-critical situation. */
2720
2618/* Also remember that multiparts objects are not supported for now. */ 2721/* Also remember that multiparts objects are not supported for now. */
2619 2722
2723object *
2620object* load_object_str(const char *obstr) 2724load_object_str (const char *obstr)
2621{ 2725{
2622 object *op; 2726 object *
2623 FILE *tempfile; 2727 op;
2728 char
2624 char filename[MAX_BUF]; 2729 filename[MAX_BUF];
2730
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2731 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2732
2733 FILE *
2626 tempfile=fopen(filename,"w"); 2734 tempfile = fopen (filename, "w");
2735
2627 if (tempfile == NULL) 2736 if (tempfile == NULL)
2628 { 2737 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2738 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2739 return NULL;
2631 }; 2740 };
2632 fprintf(tempfile,obstr); 2741 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2742 fclose (tempfile);
2634 2743
2635 op=get_object(); 2744 op = get_object ();
2636 2745
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); 2746 object_thawer thawer (filename);
2747
2748 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2749 load_object (thawer, op, 0);
2750
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2751 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2752 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2753
2648 return op; 2754 return op;
2649} 2755}
2650 2756
2651/* This returns the first object in who's inventory that 2757/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2758 * has the same type and subtype match.
2653 * returns NULL if no match. 2759 * returns NULL if no match.
2654 */ 2760 */
2761object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2762find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2763{
2657 object *tmp; 2764 object *
2765 tmp;
2658 2766
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2767 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2768 if (tmp->type == type && tmp->subtype == subtype)
2769 return tmp;
2661 2770
2662 return NULL; 2771 return NULL;
2663} 2772}
2664 2773
2665/* If ob has a field named key, return the link from the list, 2774/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2775 * otherwise return NULL.
2667 * 2776 *
2668 * key must be a passed in shared string - otherwise, this won't 2777 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2778 * do the desired thing.
2670 */ 2779 */
2780key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2781get_ob_key_link (const object *ob, const char *key)
2782{
2672 key_value * link; 2783 key_value *
2673 2784 link;
2785
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2786 for (link = ob->key_values; link != NULL; link = link->next)
2787 {
2675 if (link->key == key) { 2788 if (link->key == key)
2789 {
2676 return link; 2790 return link;
2677 } 2791 }
2678 }
2679 2792 }
2793
2680 return NULL; 2794 return NULL;
2681} 2795}
2682 2796
2683/* 2797/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2798 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2799 *
2686 * The argument doesn't need to be a shared string. 2800 * The argument doesn't need to be a shared string.
2687 * 2801 *
2688 * The returned string is shared. 2802 * The returned string is shared.
2689 */ 2803 */
2804const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2805get_ob_key_value (const object *op, const char *const key)
2806{
2691 key_value * link; 2807 key_value *link;
2692 const char * canonical_key; 2808 shstr_cmp canonical_key (key);
2809
2810 if (!canonical_key)
2693 2811 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2812 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2813 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2814 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2815 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2816 */
2702 return NULL; 2817 return 0;
2703 } 2818 }
2704 2819
2705 /* This is copied from get_ob_key_link() above - 2820 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2821 * only 4 lines, and saves the function call overhead.
2707 */ 2822 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2823 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2824 if (link->key == canonical_key)
2710 return link->value; 2825 return link->value;
2711 } 2826
2712 } 2827 return 0;
2713 return NULL;
2714} 2828}
2715 2829
2716 2830
2717/* 2831/*
2718 * Updates the canonical_key in op to value. 2832 * 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 2836 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2837 * keys.
2724 * 2838 *
2725 * Returns TRUE on success. 2839 * Returns TRUE on success.
2726 */ 2840 */
2841int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2842set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2843{
2844 key_value *
2728 key_value * field = NULL, *last=NULL; 2845 field = NULL, *last = NULL;
2729 2846
2730 for (field=op->key_values; field != NULL; field=field->next) { 2847 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2848 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2849 if (field->key != canonical_key)
2737 if (value) 2850 {
2738 field->value = add_string(value); 2851 last = field;
2739 else { 2852 continue;
2853 }
2854
2855 if (value)
2856 field->value = value;
2857 else
2858 {
2740 /* Basically, if the archetype has this key set, 2859 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2860 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2861 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2862 * we get this value back again.
2744 */ 2863 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2864 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2865 field->value = 0;
2747 else { 2866 else
2748 /* Delete this link */ 2867 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2868 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2869 last->next = field->next;
2751 if (last) last->next = field->next; 2870 else
2752 else op->key_values = field->next; 2871 op->key_values = field->next;
2753 free(field); 2872
2754 } 2873 delete field;
2755 } 2874 }
2875 }
2756 return TRUE; 2876 return TRUE;
2757 } 2877 }
2758 /* IF we get here, key doesn't exist */ 2878 /* IF we get here, key doesn't exist */
2759 2879
2760 /* No field, we'll have to add it. */ 2880 /* No field, we'll have to add it. */
2881
2882 if (!add_key)
2761 2883 {
2762 if (!add_key) {
2763 return FALSE; 2884 return FALSE;
2764 } 2885 }
2765 /* There isn't any good reason to store a null 2886 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2887 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2888 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2889 * be here. If user wants to store empty strings,
2769 * should pass in "" 2890 * should pass in ""
2770 */ 2891 */
2771 if (value == NULL) return TRUE; 2892 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; 2893 return TRUE;
2894
2895 field = new key_value;
2896
2897 field->key = canonical_key;
2898 field->value = value;
2899 /* Usual prepend-addition. */
2900 field->next = op->key_values;
2901 op->key_values = field;
2902
2903 return TRUE;
2782} 2904}
2783 2905
2784/* 2906/*
2785 * Updates the key in op to value. 2907 * Updates the key in op to value.
2786 * 2908 *
2788 * and not add new ones. 2910 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2911 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2912 *
2791 * Returns TRUE on success. 2913 * Returns TRUE on success.
2792 */ 2914 */
2915int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2916set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2917{
2795 int floating_ref = FALSE; 2918 shstr key_ (key);
2796 int ret; 2919
2920 return set_ob_key_value_s (op, key_, value, add_key);
2921}
2922
2923object::depth_iterator::depth_iterator (object *container)
2924: iterator_base (container)
2925{
2926 while (item->inv)
2927 item = item->inv;
2928}
2929
2930void
2931object::depth_iterator::next ()
2932{
2933 if (item->below)
2797 2934 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2935 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2936
2800 */ 2937 while (item->inv)
2938 item = item->inv;
2801 2939 }
2802 canonical_key = find_string(key); 2940 else
2803 if (canonical_key == NULL) { 2941 item = item->env;
2804 canonical_key = add_string(key);
2805 floating_ref = TRUE;
2806 }
2807
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2809
2810 if (floating_ref) {
2811 free_string(canonical_key);
2812 }
2813
2814 return ret;
2815} 2942}
2943
2944// return a suitable string describing an objetc in enough detail to find it
2945const char *
2946object::debug_desc (char *info) const
2947{
2948 char info2[256 * 3];
2949 char *p = info;
2950
2951 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2952 count,
2953 &name,
2954 title ? " " : "",
2955 title ? (const char *)title : "");
2956
2957 if (env)
2958 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2959
2960 if (map)
2961 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2962
2963 return info;
2964}
2965
2966const char *
2967object::debug_desc () const
2968{
2969 static char info[256 * 3];
2970 return debug_desc (info);
2971}
2972

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