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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 1.66 by root, Wed Dec 13 03:28:42 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
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const 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 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57short freearr_x[SIZEOFFREE]= 41short 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}; 42 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]= 43};
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, 44short 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}; 45 -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]= 46};
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, 47int 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}; 48 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
49};
66int freedir[SIZEOFFREE]= { 50int 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, 51 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}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
69 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
70 131
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
73 key_value * wants_field; 136 key_value *wants_field;
74 137
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* 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 139 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
78 */ 141 */
79 142
80 /* For each field in wants, */ 143 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
82 key_value * has_field; 146 key_value *has_field;
83 147
84 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
86 152 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 153 /* No field with that name. */
89 return FALSE; 154 return FALSE;
90 }
91 155 }
156
92 /* Found the matching field. */ 157 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
94 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 161 return FALSE;
96 } 162 }
97 163
98 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 165 }
166
101 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 168 return TRUE;
103} 169}
104 170
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
107 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
109 */ 177 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 179}
112 180
113/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 182 * they can be merged together.
115 * 183 *
116 * Note that this function appears a lot longer than the macro it 184 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 185 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 186 * reduce this to the same efficiency.
119 * 187 *
120 * Check nrof variable *before* calling CAN_MERGE() 188 * Check nrof variable *before* calling can_merge()
121 * 189 *
122 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
123 * check weight 191 * check weight
124 */ 192 */
125 193
126int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge_slow (object *ob1, object *ob2)
127 195{
128 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if (ob1 == ob2
130 198 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 199 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 200 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 201 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 202 return 0;
138 203
204 //TODO: this ain't working well, use nicer and correct overflow check
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 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 (!object::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
285void dump_object2(object *op) { 381char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 382dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 383{
340 char *cp; 384 if (!op)
385 return strdup ("[NULLOBJ]");
341 386
342 if(op==NULL) 387 object_freezer freezer;
343 { 388 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 389 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 390}
382 391
383/* 392/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 393 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 394 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 395 * If it's not a multi-object, it is returned.
387 */ 396 */
388 397
398object *
389object *get_nearest_part(object *op, const object *pl) { 399get_nearest_part (object *op, const object *pl)
400{
390 object *tmp,*closest; 401 object *tmp, *closest;
391 int last_dist,i; 402 int last_dist, i;
403
392 if(op->more==NULL) 404 if (op->more == NULL)
393 return op; 405 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 406 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 407 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 408 closest = tmp, last_dist = i;
397 return closest; 409 return closest;
398} 410}
399 411
400/* 412/*
401 * Returns the object which has the count-variable equal to the argument. 413 * Returns the object which has the count-variable equal to the argument.
402 */ 414 */
403 415
416object *
404object *find_object(tag_t i) { 417find_object (tag_t i)
405 object *op; 418{
406 for(op=objects;op!=NULL;op=op->next) 419 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 420 if (op->count == i)
408 break; 421 return op;
422
409 return op; 423 return 0;
410} 424}
411 425
412/* 426/*
413 * Returns the first object which has a name equal to the argument. 427 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 428 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 429 * Enables features like "patch <name-of-other-player> food 999"
416 */ 430 */
417 431
432object *
418object *find_object_name(const char *str) { 433find_object_name (const char *str)
419 const char *name=add_string(str); 434{
435 shstr_cmp str_ (str);
420 object *op; 436 object *op;
437
421 for(op=objects;op!=NULL;op=op->next) 438 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 439 if (op->name == str_)
423 break; 440 break;
424 free_string(name); 441
425 return op; 442 return op;
426} 443}
427 444
445void
428void free_all_object_data(void) { 446free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 447{
470 if (!op) return; 448 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 449}
478
479
480 450
481/* 451/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 452 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 453 * skill and experience objects.
484 */ 454 */
485void set_owner (object *op, object *owner) 455void
456object::set_owner (object *owner)
486{ 457{
487 if(owner==NULL||op==NULL) 458 if (!owner)
488 return; 459 return;
489 460
490 /* next line added to allow objects which own objects */ 461 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 462 /* 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 463 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 464 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 465 * 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. 466 * didn't match, this check is valid and I believe that cause is valid.
496 */ 467 */
497 while (owner->owner && owner!=owner->owner && 468 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 469 owner = owner->owner;
499 470
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; 471 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} 472}
553 473
554/* Zero the key_values on op, decrementing the shared-string 474/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 475 * refcounts and freeing the links.
556 */ 476 */
477static void
557static void free_key_values(object * op) { 478free_key_values (object *op)
558 key_value * i; 479{
559 key_value * next = NULL; 480 for (key_value *i = op->key_values; i != 0;)
560 481 {
561 if (op->key_values == NULL) return; 482 key_value *next = i->next;
483 delete i;
484
485 i = next;
562 486 }
563 for (i = op->key_values; i != NULL; i = next) { 487
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; 488 op->key_values = 0;
574} 489}
575 490
491void object::clear ()
492{
493 attachable_base::clear ();
576 494
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); 495 free_key_values (this);
605 496
606 /* the memset will clear all these values for us, but we need 497 owner = 0;
607 * to reduce the refcount on them. 498 name = 0;
608 */ 499 name_pl = 0;
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 500 title = 0;
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 501 race = 0;
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 502 slaying = 0;
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 503 skill = 0;
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 504 msg = 0;
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 505 lore = 0;
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 506 custom_name = 0;
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 507 materialname = 0;
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 508 contr = 0;
509 below = 0;
510 above = 0;
511 inv = 0;
512 container = 0;
513 env = 0;
514 more = 0;
515 head = 0;
516 map = 0;
517 active_next = 0;
518 active_prev = 0;
618 519
520 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
619 521
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); 522 SET_FLAG (this, FLAG_REMOVED);
626 523
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 */ 524 /* What is not cleared is next, prev, and count */
642 525
643 op->expmul=1.0; 526 expmul = 1.0;
644 op->face = blank_face; 527 face = blank_face;
645 op->attacked_by_count = (tag_t) -1; 528
646 if (settings.casting_time) 529 if (settings.casting_time)
647 op->casting_time = -1; 530 casting_time = -1;
648
649} 531}
650 532
651/* 533/*
652 * copy object first frees everything allocated by the second object, 534 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 535 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 536 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 537 * 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 538 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 539 * will point at garbage.
658 */ 540 */
541void
542object::copy_to (object *dst)
543{
544 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
545 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
659 546
660void copy_object(object *op2, object *op) { 547 *(object_copy *)dst = *this;
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 548 *(object_pod *)dst = *this;
662 event *evt, *evt2, *evt_new;
663 549
664 op->clear (); 550 if (self || cb)
551 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
665 552
666 /* Decrement the refcounts, but don't bother zeroing the fields; 553 if (is_freed)
667 they'll be overwritten by memcpy. */ 554 SET_FLAG (dst, FLAG_FREED);
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);
678 555
679 /* Basically, same code as from clear_object() */ 556 if (is_removed)
680 for (evt = op->events; evt; evt=evt2) { 557 SET_FLAG (dst, FLAG_REMOVED);
681 evt2 = evt->next;
682 558
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 559 if (speed < 0)
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
695
696 if(is_freed) SET_FLAG(op,FLAG_FREED);
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698 if(op->name!=NULL) add_refcount(op->name);
699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708
709 if((op2->speed<0) && !editor)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 560 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
711 561
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. */ 562 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 563 if (key_values)
735 key_value * tail = NULL; 564 {
565 key_value *tail = 0;
736 key_value * i; 566 key_value *i;
737 567
738 op->key_values = NULL; 568 dst->key_values = 0;
739 569
740 for (i = op2->key_values; i != NULL; i = i->next) { 570 for (i = key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 571 {
572 key_value *new_link = new key_value;
742 573
743 new_link->next = NULL; 574 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 575 new_link->key = i->key;
745 if (i->value) 576 new_link->value = i->value;
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749 577
750 /* Try and be clever here, too. */ 578 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 579 if (!dst->key_values)
752 op->key_values = new_link; 580 {
753 tail = new_link; 581 dst->key_values = new_link;
754 } else { 582 tail = new_link;
755 tail->next = new_link; 583 }
756 tail = new_link; 584 else
585 {
586 tail->next = new_link;
587 tail = new_link;
588 }
589 }
757 } 590 }
758 }
759 }
760 591
761 update_ob_speed(op); 592 update_ob_speed (dst);
762} 593}
763 594
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; 595object *
805 596object::clone ()
806 if(free_objects==NULL) { 597{
807 expand_objects(); 598 object *neu = create ();
808 } 599 copy_to (neu);
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */
815 op = realloc(op, sizeof(object));
816 SET_FLAG(op, FLAG_REMOVED);
817 SET_FLAG(op, FLAG_FREED);
818#endif
819
820 if(!QUERY_FLAG(op,FLAG_FREED)) {
821 LOG(llevError,"Fatal: Getting busy object.\n");
822 }
823 free_objects=op->next;
824 if(free_objects!=NULL)
825 free_objects->prev=NULL;
826 op->count= ++ob_count;
827 op->name=NULL;
828 op->name_pl=NULL;
829 op->title=NULL;
830 op->race=NULL;
831 op->slaying=NULL;
832 op->skill = NULL;
833 op->lore=NULL;
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op; 600 return neu;
847} 601}
848 602
849/* 603/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 604 * 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 605 * 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. 606 * be called to update the face variable, _and_ how it looks on the map.
853 */ 607 */
854 608
609void
855void update_turn_face(object *op) { 610update_turn_face (object *op)
611{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 612 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 613 return;
858 SET_ANIMATION(op, op->direction); 614 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 615 update_object (op, UP_OBJ_FACE);
860} 616}
861 617
862/* 618/*
863 * Updates the speed of an object. If the speed changes from 0 to another 619 * 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. 620 * 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. 621 * This function needs to be called whenever the speed of an object changes.
866 */ 622 */
867 623void
868void update_ob_speed(object *op) { 624update_ob_speed (object *op)
625{
869 extern int arch_init; 626 extern int arch_init;
870 627
871 /* No reason putting the archetypes objects on the speed list, 628 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 629 * since they never really need to be updated.
873 */ 630 */
874 631
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 632 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
633 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 634 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 635#ifdef MANY_CORES
878 abort(); 636 abort ();
879#else 637#else
880 op->speed = 0; 638 op->speed = 0;
881#endif 639#endif
882 } 640 }
641
883 if (arch_init) { 642 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; 643 return;
890 644
645 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
646 {
647 /* If already on active list, don't do anything */
648 if (op->active_next || op->active_prev || op == active_objects)
649 return;
650
891 /* process_events() expects us to insert the object at the beginning 651 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 652 * of the list. */
893 op->active_next = active_objects; 653 op->active_next = active_objects;
654
894 if (op->active_next!=NULL) 655 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 656 op->active_next->active_prev = op;
657
896 active_objects = op; 658 active_objects = op;
659 }
660 else
897 } 661 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 662 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 663 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 664 return;
902 665
903 if (op->active_prev==NULL) { 666 if (op->active_prev == NULL)
667 {
904 active_objects = op->active_next; 668 active_objects = op->active_next;
669
905 if (op->active_next!=NULL) 670 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 671 op->active_next->active_prev = NULL;
907 } 672 }
908 else { 673 else
674 {
909 op->active_prev->active_next = op->active_next; 675 op->active_prev->active_next = op->active_next;
676
910 if (op->active_next) 677 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 678 op->active_next->active_prev = op->active_prev;
912 } 679 }
680
913 op->active_next = NULL; 681 op->active_next = NULL;
914 op->active_prev = NULL; 682 op->active_prev = NULL;
915 } 683 }
916} 684}
917 685
918/* This function removes object 'op' from the list of active 686/* This function removes object 'op' from the list of active
919 * objects. 687 * objects.
921 * reference maps where you don't want an object that isn't 689 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 690 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 691 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 692 * will do the right thing based on the speed of the object.
925 */ 693 */
694void
926void remove_from_active_list(object *op) 695remove_from_active_list (object *op)
927{ 696{
928 /* If not on the active list, nothing needs to be done */ 697 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 698 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 699 return;
931 700
932 if (op->active_prev==NULL) { 701 if (op->active_prev == NULL)
702 {
933 active_objects = op->active_next; 703 active_objects = op->active_next;
934 if (op->active_next!=NULL) 704 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 705 op->active_next->active_prev = NULL;
706 }
707 else
936 } 708 {
937 else {
938 op->active_prev->active_next = op->active_next; 709 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 710 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 711 op->active_next->active_prev = op->active_prev;
941 } 712 }
942 op->active_next = NULL; 713 op->active_next = NULL;
943 op->active_prev = NULL; 714 op->active_prev = NULL;
944} 715}
945 716
946/* 717/*
947 * update_object() updates the array which represents the map. 718 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * 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. 735 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
966 */ 737 */
967 738
739void
968void update_object(object *op, int action) { 740update_object (object *op, int action)
741{
969 int update_now=0, flags; 742 int update_now = 0, flags;
970 MoveType move_on, move_off, move_block, move_slow; 743 MoveType move_on, move_off, move_block, move_slow;
971 744
972 if (op == NULL) { 745 if (op == NULL)
746 {
973 /* this should never happen */ 747 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 748 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 749 return;
976 }
977 750 }
751
978 if(op->env!=NULL) { 752 if (op->env != NULL)
753 {
979 /* Animation is currently handled by client, so nothing 754 /* Animation is currently handled by client, so nothing
980 * to do in this case. 755 * to do in this case.
981 */ 756 */
982 return; 757 return;
983 } 758 }
984 759
985 /* If the map is saving, don't do anything as everything is 760 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 761 * going to get freed anyways.
987 */ 762 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 763 if (!op->map || op->map->in_memory == MAP_SAVING)
989 764 return;
765
990 /* make sure the object is within map boundaries */ 766 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 767 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)) { 768 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 769 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 770#ifdef MANY_CORES
995 abort(); 771 abort ();
996#endif 772#endif
997 return; 773 return;
998 }
999 774 }
775
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 776 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 777 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); 778 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); 779 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); 780 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); 781 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1006 782
1007 if (action == UP_OBJ_INSERT) { 783 if (action == UP_OBJ_INSERT)
784 {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 785 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1; 786 update_now = 1;
1010 787
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 788 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1; 789 update_now = 1;
1013 790
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 791 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1; 792 update_now = 1;
1016 793
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 794 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1; 795 update_now = 1;
1019 796
797 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
798 update_now = 1;
799
1020 if ((move_on | op->move_on) != move_on) update_now=1; 800 if ((move_on | op->move_on) != move_on)
801 update_now = 1;
802
1021 if ((move_off | op->move_off) != move_off) update_now=1; 803 if ((move_off | op->move_off) != move_off)
804 update_now = 1;
805
1022 /* This isn't perfect, but I don't expect a lot of objects to 806 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 807 * to have move_allow right now.
1024 */ 808 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 809 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1; 810 update_now = 1;
811
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 812 if ((move_slow | op->move_slow) != move_slow)
813 update_now = 1;
1028 } 814 }
815
1029 /* if the object is being removed, we can't make intelligent 816 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 817 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 818 * that is being removed.
1032 */ 819 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 820 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 821 update_now = 1;
1035 } else if (action == UP_OBJ_FACE) { 822 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 823 /* Nothing to do for that case */ ;
1037 }
1038 else { 824 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 825 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 826
1042 if (update_now) { 827 if (update_now)
828 {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 829 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); 830 update_position (op->map, op->x, op->y);
1045 } 831 }
1046 832
1047 if(op->more!=NULL) 833 if (op->more != NULL)
1048 update_object(op->more, action); 834 update_object (op->more, action);
1049} 835}
1050 836
837object::vector object::mortals;
838object::vector object::objects; // not yet used
839object *object::first;
840
841void object::free_mortals ()
842{
843 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
844 if ((*i)->refcnt)
845 ++i; // further delay freeing
846 else
847 {
848 delete *i;
849 mortals.erase (i);
850 }
851}
852
853object::object ()
854{
855 SET_FLAG (this, FLAG_REMOVED);
856
857 expmul = 1.0;
858 face = blank_face;
859}
860
861object::~object ()
862{
863 free_key_values (this);
864}
865
866void object::link ()
867{
868 count = ++ob_count;
869 uuid = gen_uuid ();
870
871 prev = 0;
872 next = object::first;
873
874 if (object::first)
875 object::first->prev = this;
876
877 object::first = this;
878}
879
880void object::unlink ()
881{
882 if (this == object::first)
883 object::first = next;
884
885 /* Remove this object from the list of used objects */
886 if (prev) prev->next = next;
887 if (next) next->prev = prev;
888
889 prev = 0;
890 next = 0;
891}
892
893object *object::create ()
894{
895 object *op = new object;
896 op->link ();
897 return op;
898}
1051 899
1052/* 900/*
1053 * free_object() frees everything allocated by an object, removes 901 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 902 * 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. 903 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for 904 * The object must have been removed by remove_ob() first for
1057 * this function to succeed. 905 * this function to succeed.
1058 * 906 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 907 * If destroy_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 908 * inventory to the ground.
1061 */ 909 */
910void object::destroy (bool destroy_inventory)
911{
912 if (QUERY_FLAG (this, FLAG_FREED))
913 return;
1062 914
1063void free_object(object *ob) { 915 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1064 free_object2(ob, 0); 916 remove_friendly_object (this);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 917
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 918 if (!QUERY_FLAG (this, FLAG_REMOVED))
1072 LOG(llevDebug,"Free object called with non removed object\n"); 919 remove ();
1073 dump_object(ob); 920
1074#ifdef MANY_CORES 921 SET_FLAG (this, FLAG_FREED);
1075 abort(); 922
1076#endif 923 if (more)
1077 } 924 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 925 more->destroy (destroy_inventory);
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 926 more = 0;
1080 remove_friendly_object(ob); 927 }
928
929 if (inv)
1081 } 930 {
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 - 931 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 932 * if some form of movement is allowed, let objects
1094 * drop on that space. 933 * drop on that space.
1095 */ 934 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 935 if (destroy_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)) 936 {
1098 { 937 object *op = inv;
1099 op=ob->inv; 938
1100 while(op!=NULL) { 939 while (op)
1101 tmp=op->below; 940 {
1102 remove_ob(op); 941 object *tmp = op->below;
1103 free_object2(op, free_inventory); 942 op->destroy (destroy_inventory);
1104 op=tmp; 943 op = tmp;
944 }
945 }
946 else
947 { /* Put objects in inventory onto this space */
948 object *op = inv;
949
950 while (op)
951 {
952 object *tmp = op->below;
953
954 op->remove ();
955
956 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
957 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
958 op->destroy ();
959 else
960 {
961 op->x = x;
962 op->y = y;
963 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
964 }
965
966 op = tmp;
967 }
968 }
1105 } 969 }
1106 } 970
1107 else { /* Put objects in inventory onto this space */ 971 // hack to ensure that freed objects still have a valid map
1108 op=ob->inv; 972 {
1109 while(op!=NULL) { 973 static maptile *freed_map; // freed objects are moved here to avoid crashes
1110 tmp=op->below; 974
1111 remove_ob(op); 975 if (!freed_map)
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 976 {
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 977 freed_map = new maptile;
1114 free_object(op); 978
1115 else { 979 freed_map->name = "/internal/freed_objects_map";
1116 op->x=ob->x; 980 freed_map->width = 3;
1117 op->y=ob->y; 981 freed_map->height = 3;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 982
1119 } 983 freed_map->allocate ();
1120 op=tmp;
1121 }
1122 }
1123 } 984 }
985
986 map = freed_map;
987 x = 1;
988 y = 1;
989 }
990
991 // clear those pointers that likely might have circular references to us
992 owner = 0;
993 enemy = 0;
994 attacked_by = 0;
995
996 // only relevant for players(?), but make sure of it anyways
997 contr = 0;
998
1124 /* Remove object from the active list */ 999 /* Remove object from the active list */
1125 ob->speed = 0; 1000 speed = 0;
1126 update_ob_speed(ob); 1001 update_ob_speed (this);
1127 1002
1128 SET_FLAG(ob, FLAG_FREED); 1003 unlink ();
1129 ob->count = 0;
1130 1004
1131 /* Remove this object from the list of used objects */ 1005 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} 1006}
1216 1007
1217/* 1008/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 1009 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 1010 * weight of an object (and what is carried by it's environment(s)).
1220 */ 1011 */
1221 1012void
1222void sub_weight (object *op, signed long weight) { 1013sub_weight (object *op, signed long weight)
1014{
1223 while (op != NULL) { 1015 while (op != NULL)
1016 {
1224 if (op->type == CONTAINER) { 1017 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1018 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1019
1227 op->carrying-=weight; 1020 op->carrying -= weight;
1228 op = op->env; 1021 op = op->env;
1229 } 1022 }
1230} 1023}
1231 1024
1232/* remove_ob(op): 1025/* op->remove ():
1233 * This function removes the object op from the linked list of objects 1026 * 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 1027 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1030 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1031 * Beware: This function is called from the editor as well!
1239 */ 1032 */
1240 1033void
1241void remove_ob(object *op) { 1034object::remove ()
1035{
1242 object *tmp,*last=NULL; 1036 object *tmp, *last = 0;
1243 object *otmp; 1037 object *otmp;
1244 tag_t tag; 1038
1245 int check_walk_off; 1039 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 1040
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1041 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 1042 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1043
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); 1044 SET_FLAG (this, FLAG_REMOVED);
1270 1045
1046 if (more)
1047 more->remove ();
1048
1271 /* 1049 /*
1272 * In this case, the object to be removed is in someones 1050 * In this case, the object to be removed is in someones
1273 * inventory. 1051 * inventory.
1274 */ 1052 */
1275 if(op->env!=NULL) { 1053 if (env)
1276 if(op->nrof) 1054 {
1055 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1056 sub_weight (env, weight * nrof);
1278 else 1057 else
1279 sub_weight(op->env, op->weight+op->carrying); 1058 sub_weight (env, weight + carrying);
1280 1059
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1060 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1061 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1062 * to save cpu time.
1284 */ 1063 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1064 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp); 1065 fix_player (otmp);
1288 1066
1289 if(op->above!=NULL) 1067 if (above != NULL)
1290 op->above->below=op->below; 1068 above->below = below;
1291 else 1069 else
1292 op->env->inv=op->below; 1070 env->inv = below;
1293 1071
1294 if(op->below!=NULL) 1072 if (below != NULL)
1295 op->below->above=op->above; 1073 below->above = above;
1296 1074
1297 /* we set up values so that it could be inserted into 1075 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1076 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1077 * to the caller to decide what we want to do.
1300 */ 1078 */
1301 op->x=op->env->x,op->y=op->env->y; 1079 x = env->x, y = env->y;
1302 op->ox=op->x,op->oy=op->y; 1080 map = env->map;
1303 op->map=op->env->map; 1081 above = 0, below = 0;
1304 op->above=NULL,op->below=NULL; 1082 env = 0;
1305 op->env=NULL; 1083 }
1306 return; 1084 else if (map)
1307 } 1085 {
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had 1086 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about 1087 * lots of logic for things we no longer care about
1332 */ 1088 */
1333 1089
1334 /* link the object above us */ 1090 /* link the object above us */
1335 if (op->above) 1091 if (above)
1336 op->above->below=op->below; 1092 above->below = below;
1337 else 1093 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1094 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1339 1095
1340 /* Relink the object below us, if there is one */ 1096 /* Relink the object below us, if there is one */
1341 if(op->below) { 1097 if (below)
1342 op->below->above=op->above; 1098 below->above = above;
1343 } else { 1099 else
1100 {
1344 /* Nothing below, which means we need to relink map object for this space 1101 /* 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 1102 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1103 * evident
1347 */ 1104 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1105 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 1106 {
1107 char *dump = dump_object (this);
1108 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); 1109 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1351 dump_object(GET_MAP_OB(m,x,y)); 1110 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 1111 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 1112 LOG (llevError, "%s\n", dump);
1113 free (dump);
1114 }
1115
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1116 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1355 } 1117 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1118
1119 above = 0;
1120 below = 0;
1121
1359 if (op->map->in_memory == MAP_SAVING) 1122 if (map->in_memory == MAP_SAVING)
1360 return; 1123 return;
1361 1124
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1125 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1126
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1127 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1128 {
1365 /* No point updating the players look faces if he is the object 1129 /* No point updating the players look faces if he is the object
1366 * being removed. 1130 * being removed.
1367 */ 1131 */
1368 1132
1369 if(tmp->type==PLAYER && tmp!=op) { 1133 if (tmp->type == PLAYER && tmp != this)
1134 {
1370 /* If a container that the player is currently using somehow gets 1135 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1136 * removed (most likely destroyed), update the player view
1372 * appropriately. 1137 * appropriately.
1373 */ 1138 */
1374 if (tmp->container==op) { 1139 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1140 {
1376 tmp->container=NULL; 1141 CLEAR_FLAG (this, FLAG_APPLIED);
1377 } 1142 tmp->container = 0;
1143 }
1144
1378 tmp->contr->socket.update_look=1; 1145 tmp->contr->socket.update_look = 1;
1379 } 1146 }
1147
1380 /* See if player moving off should effect something */ 1148 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 {
1153 move_apply (tmp, this, 0);
1383 1154
1384 move_apply(tmp, op, NULL); 1155 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1157 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1158
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1159 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1160
1393 if(tmp->above == tmp) 1161 if (tmp->above == tmp)
1394 tmp->above = NULL; 1162 tmp->above = 0;
1395 last=tmp; 1163
1396 } 1164 last = tmp;
1165 }
1166
1397 /* last == NULL of there are no objects on this space */ 1167 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1168 if (!last)
1169 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1170 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1171 * 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 1172 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1173 * be correct anyways.
1403 */ 1174 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1175 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1176 update_position (map, x, y);
1406 } 1177 }
1407 else 1178 else
1408 update_object(last, UP_OBJ_REMOVE); 1179 update_object (last, UP_OBJ_REMOVE);
1409 1180
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1181 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1182 update_all_los (map, x, y);
1412 1183 }
1413} 1184}
1414 1185
1415/* 1186/*
1416 * merge_ob(op,top): 1187 * merge_ob(op,top):
1417 * 1188 *
1418 * This function goes through all objects below and including top, and 1189 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1190 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1191 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1192 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1193 */
1423 1194object *
1424object *merge_ob(object *op, object *top) { 1195merge_ob (object *op, object *top)
1196{
1425 if(!op->nrof) 1197 if (!op->nrof)
1426 return 0; 1198 return 0;
1199
1427 if(top==NULL) 1200 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1201 for (top = op; top != NULL && top->above != NULL; top = top->above);
1202
1429 for(;top!=NULL;top=top->below) { 1203 for (; top != NULL; top = top->below)
1204 {
1430 if(top==op) 1205 if (top == op)
1431 continue; 1206 continue;
1432 if (CAN_MERGE(op,top)) 1207
1433 { 1208 if (object::can_merge (op, top))
1209 {
1434 top->nrof+=op->nrof; 1210 top->nrof += op->nrof;
1211
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1212/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1213 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1214 op->destroy ();
1438 free_object(op);
1439 return top; 1215 return top;
1440 } 1216 }
1441 } 1217 }
1218
1442 return NULL; 1219 return 0;
1443} 1220}
1444 1221
1445/* 1222/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1223 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1224 * job preparing multi-part monsters
1448 */ 1225 */
1226object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1227insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1228{
1450 object* tmp; 1229 object *tmp;
1230
1451 if (op->head) 1231 if (op->head)
1452 op=op->head; 1232 op = op->head;
1233
1453 for (tmp=op;tmp;tmp=tmp->more){ 1234 for (tmp = op; tmp; tmp = tmp->more)
1235 {
1454 tmp->x=x+tmp->arch->clone.x; 1236 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1237 tmp->y = y + tmp->arch->clone.y;
1456 } 1238 }
1239
1457 return insert_ob_in_map (op, m, originator, flag); 1240 return insert_ob_in_map (op, m, originator, flag);
1458} 1241}
1459 1242
1460/* 1243/*
1461 * insert_ob_in_map (op, map, originator, flag): 1244 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1245 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1259 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1260 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1261 * just 'op' otherwise
1479 */ 1262 */
1480 1263
1264object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1265insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1266{
1483 object *tmp, *top, *floor=NULL; 1267 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1268 sint16 x, y;
1485 1269
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1270 if (QUERY_FLAG (op, FLAG_FREED))
1271 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1272 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1273 return NULL;
1274 }
1275
1276 if (m == NULL)
1489 } 1277 {
1490 if(m==NULL) { 1278 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1279 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1280 free (dump);
1281 return op;
1494 } 1282 }
1283
1495 if(out_of_map(m,op->x,op->y)) { 1284 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1285 {
1286 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1287 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1288#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1289 /* 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 1290 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1291 * improperly inserted.
1502 */ 1292 */
1503 abort(); 1293 abort ();
1504#endif 1294#endif
1505 return op; 1295 free (dump);
1296 return op;
1506 } 1297 }
1298
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1299 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1300 {
1301 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1302 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1303 free (dump);
1304 return op;
1511 } 1305 }
1306
1512 if(op->more!=NULL) { 1307 if (op->more != NULL)
1308 {
1513 /* The part may be on a different map. */ 1309 /* The part may be on a different map. */
1514 1310
1515 object *more = op->more; 1311 object *more = op->more;
1516 1312
1517 /* We really need the caller to normalize coordinates - if 1313 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1314 * 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 1315 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1316 * is clear wrong do we normalize it.
1521 */ 1317 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1318 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); 1319 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1320 else if (!more->map)
1321 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1322 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1323 * more->map should always point to the parent.
1530 */ 1324 */
1531 more->map = m; 1325 more->map = m;
1532 } 1326 }
1533 1327
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1328 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1329 {
1535 if ( ! op->head) 1330 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1331 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1332
1537 return NULL; 1333 return NULL;
1538 } 1334 }
1539 } 1335 }
1336
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1337 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1338
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 1339 /* 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 1340 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1341 * need extra work
1549 */ 1342 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1343 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1344 x = op->x;
1552 y = op->y; 1345 y = op->y;
1553 1346
1554 /* this has to be done after we translate the coordinates. 1347 /* this has to be done after we translate the coordinates.
1555 */ 1348 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1349 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1350 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1351 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1352 {
1560 remove_ob(tmp); 1353 op->nrof += tmp->nrof;
1561 free_object(tmp); 1354 tmp->destroy ();
1562 } 1355 }
1563 }
1564 1356
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1357 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1358 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1359
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1360 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1361 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1362
1570 if (flag & INS_BELOW_ORIGINATOR) { 1363 if (flag & INS_BELOW_ORIGINATOR)
1364 {
1571 if (originator->map != op->map || originator->x != op->x || 1365 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1366 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1367 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1368 abort ();
1575 } 1369 }
1370
1576 op->above = originator; 1371 op->above = originator;
1577 op->below = originator->below; 1372 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1373
1374 if (op->below)
1375 op->below->above = op;
1376 else
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1377 SET_MAP_OB (op->map, op->x, op->y, op);
1378
1580 /* since *below* originator, no need to update top */ 1379 /* since *below* originator, no need to update top */
1581 originator->below = op; 1380 originator->below = op;
1582 } else { 1381 }
1382 else
1383 {
1583 /* If there are other objects, then */ 1384 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1385 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1386 {
1585 object *last=NULL; 1387 object *last = NULL;
1586 /* 1388
1389 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1390 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1391 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1392 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1393 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1394 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1395 * 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 1396 * 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 1397 * 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 1398 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1399 * that flying non pickable objects are spell objects.
1597 */ 1400 */
1598 1401
1599 while (top != NULL) { 1402 while (top != NULL)
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1403 {
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1404 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1602 if (QUERY_FLAG(top, FLAG_NO_PICK) 1405 floor = top;
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1406
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1407 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1605 { 1408 {
1606 /* We insert above top, so we want this object below this */ 1409 /* We insert above top, so we want this object below this */
1607 top=top->below; 1410 top = top->below;
1608 break; 1411 break;
1609 } 1412 }
1610 last = top; 1413
1611 top = top->above; 1414 last = top;
1612 } 1415 top = top->above;
1416 }
1417
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1418 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1419 top = last;
1615 1420
1616 /* We let update_position deal with figuring out what the space 1421 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1422 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1423 * makes things faster, and effectively the same result.
1619 */ 1424 */
1620 1425
1621 /* Have object 'fall below' other objects that block view. 1426 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1427 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1428 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1429 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1430 * stacking is a bit odd.
1626 */ 1431 */
1627 if (!(flag & INS_ON_TOP) && 1432 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1433 (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)) { 1434 {
1630 for (last=top; last != floor; last=last->below) 1435 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1436 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1437 break;
1632 /* Check to see if we found the object that blocks view, 1438 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1439 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1440 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1441 * set top to the object below us.
1636 */ 1442 */
1637 if (last && last->below && last != floor) top=last->below; 1443 if (last && last->below && last != floor)
1638 } 1444 top = last->below;
1639 } /* If objects on this space */ 1445 }
1446 } /* If objects on this space */
1447
1640 if (flag & INS_MAP_LOAD) 1448 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1449 top = GET_MAP_TOP (op->map, op->x, op->y);
1450
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1451 if (flag & INS_ABOVE_FLOOR_ONLY)
1452 top = floor;
1643 1453
1644 /* Top is the object that our object (op) is going to get inserted above. 1454 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1455 */
1646 1456
1647 /* First object on this space */ 1457 /* First object on this space */
1648 if (!top) { 1458 if (!top)
1459 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1460 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1461
1462 if (op->above)
1463 op->above->below = op;
1464
1651 op->below = NULL; 1465 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1466 SET_MAP_OB (op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */ 1467 }
1468 else
1469 { /* get inserted into the stack above top */
1654 op->above = top->above; 1470 op->above = top->above;
1655 if (op->above) op->above->below = op; 1471
1472 if (op->above)
1473 op->above->below = op;
1474
1656 op->below = top; 1475 op->below = top;
1657 top->above = op; 1476 top->above = op;
1658 } 1477 }
1478
1659 if (op->above==NULL) 1479 if (op->above == NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1480 SET_MAP_TOP (op->map, op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */ 1481 } /* else not INS_BELOW_ORIGINATOR */
1662 1482
1663 if(op->type==PLAYER) 1483 if (op->type == PLAYER)
1664 op->contr->do_los=1; 1484 op->contr->do_los = 1;
1665 1485
1666 /* If we have a floor, we know the player, if any, will be above 1486 /* 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. 1487 * it, so save a few ticks and start from there.
1668 */ 1488 */
1669 if (!(flag & INS_MAP_LOAD)) 1489 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1490 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1671 if (tmp->type == PLAYER) 1491 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1; 1492 tmp->contr->socket.update_look = 1;
1673 }
1674 1493
1675 /* If this object glows, it may affect lighting conditions that are 1494 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1495 * 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 1496 * 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 1497 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1498 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1499 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1500 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1501 * of effect may be sufficient.
1683 */ 1502 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1503 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1504 update_all_los (op->map, op->x, op->y);
1686 1505
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1506 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1507 update_object (op, UP_OBJ_INSERT);
1690 1508
1691
1692 /* Don't know if moving this to the end will break anything. However, 1509 /* 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. 1510 * we want to have update_look set above before calling this.
1694 * 1511 *
1695 * check_move_on() must be after this because code called from 1512 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1513 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1514 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1515 * update_object().
1699 */ 1516 */
1700 1517
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1518 /* 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) { 1519 if (!(flag & INS_NO_WALK_ON) && !op->head)
1520 {
1704 if (check_move_on(op, originator)) 1521 if (check_move_on (op, originator))
1705 return NULL; 1522 return NULL;
1706 1523
1707 /* If we are a multi part object, lets work our way through the check 1524 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1525 * walk on's.
1709 */ 1526 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1527 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1528 if (check_move_on (tmp, originator))
1712 return NULL; 1529 return NULL;
1713 } 1530 }
1531
1714 return op; 1532 return op;
1715} 1533}
1716 1534
1717/* this function inserts an object in the map, but if it 1535/* 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. 1536 * 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. 1537 * op is the object to insert it under: supplies x and the map.
1720 */ 1538 */
1539void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1540replace_insert_ob_in_map (const char *arch_string, object *op)
1541{
1722 object *tmp; 1542 object *
1723 object *tmp1; 1543 tmp;
1544 object *
1545 tmp1;
1724 1546
1725 /* first search for itself and remove any old instances */ 1547 /* first search for itself and remove any old instances */
1726 1548
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1549 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1550 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1551 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1552
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1553 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1554
1736 1555 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1556 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1557 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1558}
1740 1559
1741/* 1560/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1561 * 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 1562 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1563 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1564 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1565 * global static errmsg array.
1747 */ 1566 */
1748 1567
1568object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1569get_split_ob (object *orig_ob, uint32 nr)
1570{
1750 object *newob; 1571 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1572 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1573
1753 if(orig_ob->nrof<nr) { 1574 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 } 1575 {
1576 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1577 return NULL;
1578 }
1579
1758 newob = object_create_clone(orig_ob); 1580 newob = object_create_clone (orig_ob);
1581
1759 if((orig_ob->nrof-=nr)<1) { 1582 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1583 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1584 else if (!is_removed)
1585 {
1765 if(orig_ob->env!=NULL) 1586 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1587 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1588 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1589 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1590 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"); 1591 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1592 return NULL;
1772 } 1593 }
1773 } 1594 }
1595
1774 newob->nrof=nr; 1596 newob->nrof = nr;
1775 1597
1776 return newob; 1598 return newob;
1777} 1599}
1778 1600
1779/* 1601/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1602 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1603 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1604 * is subsequently removed and freed.
1783 * 1605 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1606 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1607 */
1786 1608
1609object *
1787object *decrease_ob_nr (object *op, uint32 i) 1610decrease_ob_nr (object *op, uint32 i)
1788{ 1611{
1789 object *tmp; 1612 object *tmp;
1790 player *pl; 1613 player *pl;
1791 1614
1792 if (i == 0) /* objects with op->nrof require this check */ 1615 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1616 return op;
1794 1617
1795 if (i > op->nrof) 1618 if (i > op->nrof)
1796 i = op->nrof; 1619 i = op->nrof;
1797 1620
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1621 if (QUERY_FLAG (op, FLAG_REMOVED))
1622 op->nrof -= i;
1623 else if (op->env != NULL)
1624 {
1625 /* is this object in the players inventory, or sub container
1626 * therein?
1627 */
1628 tmp = is_player_inv (op->env);
1629 /* nope. Is this a container the player has opened?
1630 * If so, set tmp to that player.
1631 * IMO, searching through all the players will mostly
1632 * likely be quicker than following op->env to the map,
1633 * and then searching the map for a player.
1634 */
1635 if (!tmp)
1636 {
1637 for (pl = first_player; pl; pl = pl->next)
1638 if (pl->ob->container == op->env)
1639 break;
1640 if (pl)
1641 tmp = pl->ob;
1642 else
1643 tmp = NULL;
1644 }
1645
1646 if (i < op->nrof)
1647 {
1648 sub_weight (op->env, op->weight * i);
1649 op->nrof -= i;
1650 if (tmp)
1651 {
1652 esrv_send_item (tmp, op);
1653 }
1654 }
1655 else
1656 {
1657 op->remove ();
1658 op->nrof = 0;
1659 if (tmp)
1660 {
1661 esrv_del_item (tmp->contr, op->count);
1662 }
1663 }
1799 { 1664 }
1665 else
1666 {
1667 object *above = op->above;
1668
1669 if (i < op->nrof)
1800 op->nrof -= i; 1670 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 { 1671 else
1672 {
1828 remove_ob (op); 1673 op->remove ();
1829 op->nrof = 0; 1674 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1675 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1676
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 */ 1677 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1678 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1679 if (tmp->type == PLAYER)
1680 {
1848 if (op->nrof) 1681 if (op->nrof)
1849 esrv_send_item(tmp, op); 1682 esrv_send_item (tmp, op);
1850 else 1683 else
1851 esrv_del_item(tmp->contr, op->count); 1684 esrv_del_item (tmp->contr, op->count);
1852 } 1685 }
1853 } 1686 }
1854 1687
1855 if (op->nrof) { 1688 if (op->nrof)
1856 return op; 1689 return op;
1857 } else { 1690 else
1858 free_object (op); 1691 {
1692 op->destroy ();
1859 return NULL; 1693 return NULL;
1860 } 1694 }
1861} 1695}
1862 1696
1863/* 1697/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1698 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1699 * and also updates how much the environment(s) is/are carrying.
1866 */ 1700 */
1867 1701
1702void
1868void add_weight (object *op, signed long weight) { 1703add_weight (object *op, signed long weight)
1704{
1869 while (op!=NULL) { 1705 while (op != NULL)
1706 {
1870 if (op->type == CONTAINER) { 1707 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1708 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1709
1873 op->carrying+=weight; 1710 op->carrying += weight;
1874 op=op->env; 1711 op = op->env;
1875 } 1712 }
1876} 1713}
1877 1714
1715object *
1716insert_ob_in_ob (object *op, object *where)
1717{
1718 if (!where)
1719 {
1720 char *dump = dump_object (op);
1721 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1722 free (dump);
1723 return op;
1724 }
1725
1726 if (where->head)
1727 {
1728 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1729 where = where->head;
1730 }
1731
1732 return where->insert (op);
1733}
1734
1878/* 1735/*
1879 * insert_ob_in_ob(op,environment): 1736 * env->insert (op)
1880 * This function inserts the object op in the linked list 1737 * This function inserts the object op in the linked list
1881 * inside the object environment. 1738 * inside the object environment.
1882 * 1739 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1740 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1741 * be != op, if items are merged. -Tero
1890 */ 1742 */
1891 1743
1892object *insert_ob_in_ob(object *op,object *where) { 1744object *
1745object::insert (object *op)
1746{
1893 object *tmp, *otmp; 1747 object *tmp, *otmp;
1894 1748
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1749 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1750 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1751
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1752 if (op->more)
1753 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1754 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1755 return op;
1914 } 1756 }
1757
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1758 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1759 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1760 if (op->nrof)
1761 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1762 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1763 if (object::can_merge (tmp, op))
1764 {
1920 /* return the original object and remove inserted object 1765 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1766 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1767 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1768 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1769 * tmp->nrof, we need to increase the weight.
1925 */ 1770 */
1926 add_weight (where, op->weight*op->nrof); 1771 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1772 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1773 op->destroy (); /* free the inserted object */
1929 op = tmp; 1774 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1775 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1776 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1777 break;
1933 } 1778 }
1934 1779
1935 /* I assume combined objects have no inventory 1780 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1781 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1782 * (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 1783 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1784 * the linking below
1940 */ 1785 */
1941 add_weight (where, op->weight*op->nrof); 1786 add_weight (this, op->weight * op->nrof);
1787 }
1942 } else 1788 else
1943 add_weight (where, (op->weight+op->carrying)); 1789 add_weight (this, (op->weight + op->carrying));
1944 1790
1945 otmp=is_player_inv(where); 1791 otmp = is_player_inv (this);
1946 if (otmp&&otmp->contr!=NULL) { 1792 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1793 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1794 fix_player (otmp);
1949 }
1950 1795
1951 op->map=NULL; 1796 op->map = NULL;
1952 op->env=where; 1797 op->env = this;
1953 op->above=NULL; 1798 op->above = NULL;
1954 op->below=NULL; 1799 op->below = NULL;
1955 op->x=0,op->y=0; 1800 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1801
1958 /* reset the light list and los of the players on the map */ 1802 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1803 if ((op->glow_radius != 0) && map)
1960 { 1804 {
1961#ifdef DEBUG_LIGHTS 1805#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1806 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1807#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1808 if (MAP_DARKNESS (map))
1809 update_all_los (map, x, y);
1966 } 1810 }
1967 1811
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1812 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1813 * It sure simplifies this function...
1970 */ 1814 */
1971 if (where->inv==NULL) 1815 if (!inv)
1972 where->inv=op; 1816 inv = op;
1973 else { 1817 else
1818 {
1974 op->below = where->inv; 1819 op->below = inv;
1975 op->below->above = op; 1820 op->below->above = op;
1976 where->inv = op; 1821 inv = op;
1977 } 1822 }
1823
1978 return op; 1824 return op;
1979} 1825}
1980 1826
1981/* 1827/*
1982 * Checks if any objects has a move_type that matches objects 1828 * 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 1843 * 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 1844 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1845 * on top.
2000 */ 1846 */
2001 1847
1848int
2002int check_move_on (object *op, object *originator) 1849check_move_on (object *op, object *originator)
2003{ 1850{
2004 object *tmp; 1851 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1852 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1853 int x = op->x, y = op->y;
1854
2008 MoveType move_on, move_slow, move_block; 1855 MoveType move_on, move_slow, move_block;
2009 1856
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1857 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; 1858 return 0;
1859
1860 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1861 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1862 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1863
1864 /* if nothing on this space will slow op down or be applied,
1865 * no need to do checking below. have to make sure move_type
1866 * is set, as lots of objects don't have it set - we treat that
1867 * as walking.
1868 */
1869 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1870 return 0;
1871
1872 /* This is basically inverse logic of that below - basically,
1873 * if the object can avoid the move on or slow move, they do so,
1874 * but can't do it if the alternate movement they are using is
1875 * blocked. Logic on this seems confusing, but does seem correct.
1876 */
1877 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1878 return 0;
1879
1880 /* The objects have to be checked from top to bottom.
1881 * Hence, we first go to the top:
1882 */
1883
1884 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1885 {
1886 /* Trim the search when we find the first other spell effect
1887 * this helps performance so that if a space has 50 spell objects,
1888 * we don't need to check all of them.
1889 */
1890 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1891 break;
1892 }
1893
1894 for (; tmp; tmp = tmp->below)
1895 {
1896 if (tmp == op)
1897 continue; /* Can't apply yourself */
1898
1899 /* Check to see if one of the movement types should be slowed down.
1900 * Second check makes sure that the movement types not being slowed
1901 * (~slow_move) is not blocked on this space - just because the
1902 * space doesn't slow down swimming (for example), if you can't actually
1903 * swim on that space, can't use it to avoid the penalty.
1904 */
1905 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1906 {
1907 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1908 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1909 {
1910
1911 float
1912 diff = tmp->move_slow_penalty * FABS (op->speed);
1913
1914 if (op->type == PLAYER)
1915 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1916 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1917 diff /= 4.0;
1918
1919 op->speed_left -= diff;
1920 }
1921 }
1922
1923 /* Basically same logic as above, except now for actual apply. */
1924 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1925 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1926 {
1927 move_apply (tmp, op, originator);
1928
1929 if (op->destroyed ())
1930 return 1;
1931
1932 /* what the person/creature stepped onto has moved the object
1933 * someplace new. Don't process any further - if we did,
1934 * have a feeling strange problems would result.
1935 */
1936 if (op->map != m || op->x != x || op->y != y)
1937 return 0;
1938 }
1939 }
1940
1941 return 0;
2091} 1942}
2092 1943
2093/* 1944/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1945 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1946 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1947 * The first matching object is returned, or NULL if none.
2097 */ 1948 */
2098 1949
1950object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1951present_arch (const archetype *at, maptile *m, int x, int y)
1952{
2100 object *tmp; 1953 object *
1954 tmp;
1955
2101 if(m==NULL || out_of_map(m,x,y)) { 1956 if (m == NULL || out_of_map (m, x, y))
1957 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1958 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1959 return NULL;
2104 } 1960 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1961 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1962 if (tmp->arch == at)
2107 return tmp; 1963 return tmp;
2108 return NULL; 1964 return NULL;
2109} 1965}
2110 1966
2111/* 1967/*
2112 * present(type, map, x, y) searches for any objects with 1968 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1969 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1970 * The first matching object is returned, or NULL if none.
2115 */ 1971 */
2116 1972
1973object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1974present (unsigned char type, maptile *m, int x, int y)
1975{
2118 object *tmp; 1976 object *
1977 tmp;
1978
2119 if(out_of_map(m,x,y)) { 1979 if (out_of_map (m, x, y))
1980 {
2120 LOG(llevError,"Present called outside map.\n"); 1981 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1982 return NULL;
2122 } 1983 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1984 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 1985 if (tmp->type == type)
2125 return tmp; 1986 return tmp;
2126 return NULL; 1987 return NULL;
2127} 1988}
2128 1989
2129/* 1990/*
2130 * present_in_ob(type, object) searches for any objects with 1991 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1992 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1993 * The first matching object is returned, or NULL if none.
2133 */ 1994 */
2134 1995
1996object *
2135object *present_in_ob(unsigned char type, const object *op) { 1997present_in_ob (unsigned char type, const object *op)
1998{
2136 object *tmp; 1999 object *
2000 tmp;
2001
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2002 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 2003 if (tmp->type == type)
2139 return tmp; 2004 return tmp;
2140 return NULL; 2005 return NULL;
2141} 2006}
2142 2007
2143/* 2008/*
2153 * the object name, not the archetype name. this is so that the 2018 * 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 2019 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2020 * to be unique.
2156 */ 2021 */
2157 2022
2023object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2024present_in_ob_by_name (int type, const char *str, const object *op)
2025{
2159 object *tmp; 2026 object *
2027 tmp;
2160 2028
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2029 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2030 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2031 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2032 return tmp;
2164 } 2033 }
2165 return NULL; 2034 return NULL;
2166} 2035}
2167 2036
2168/* 2037/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2038 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2039 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2040 * The first matching object is returned, or NULL if none.
2172 */ 2041 */
2173 2042
2043object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2044present_arch_in_ob (const archetype *at, const object *op)
2045{
2175 object *tmp; 2046 object *
2047 tmp;
2048
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2049 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2050 if (tmp->arch == at)
2178 return tmp; 2051 return tmp;
2179 return NULL; 2052 return NULL;
2180} 2053}
2181 2054
2182/* 2055/*
2183 * activate recursively a flag on an object inventory 2056 * activate recursively a flag on an object inventory
2184 */ 2057 */
2058void
2185void flag_inv(object*op, int flag){ 2059flag_inv (object *op, int flag)
2060{
2186 object *tmp; 2061 object *
2062 tmp;
2063
2187 if(op->inv) 2064 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2066 {
2189 SET_FLAG(tmp, flag); 2067 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2068 flag_inv (tmp, flag);
2191 } 2069 }
2192}/* 2070} /*
2193 * desactivate recursively a flag on an object inventory 2071 * desactivate recursively a flag on an object inventory
2194 */ 2072 */
2073void
2195void unflag_inv(object*op, int flag){ 2074unflag_inv (object *op, int flag)
2075{
2196 object *tmp; 2076 object *
2077 tmp;
2078
2197 if(op->inv) 2079 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2080 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2081 {
2199 CLEAR_FLAG(tmp, flag); 2082 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2083 unflag_inv (tmp, flag);
2201 } 2084 }
2202} 2085}
2203 2086
2204/* 2087/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2088 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2089 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2090 * 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. 2091 * him/her-self and all object carried by a call to this function.
2209 */ 2092 */
2210 2093
2094void
2211void set_cheat(object *op) { 2095set_cheat (object *op)
2096{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2097 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2098 flag_inv (op, FLAG_WAS_WIZ);
2214} 2099}
2215 2100
2216/* 2101/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2102 * 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 2103 * 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 2118 * 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 2119 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2120 * customized, changed states, etc.
2236 */ 2121 */
2237 2122
2123int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2124find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2125{
2126 int
2127 i,
2239 int i,index=0, flag; 2128 index = 0, flag;
2129 static int
2240 static int altern[SIZEOFFREE]; 2130 altern[SIZEOFFREE];
2241 2131
2242 for(i=start;i<stop;i++) { 2132 for (i = start; i < stop; i++)
2133 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2134 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2135 if (!flag)
2245 altern[index++]=i; 2136 altern[index++] = i;
2246 2137
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2138 /* 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. 2139 * 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 - 2140 * 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 2141 * 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 2142 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2143 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2144 * won't look 2 spaces south of the target space.
2254 */ 2145 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2146 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2147 stop = maxfree[i];
2257 } 2148 }
2258 if(!index) return -1; 2149 if (!index)
2150 return -1;
2259 return altern[RANDOM()%index]; 2151 return altern[RANDOM () % index];
2260} 2152}
2261 2153
2262/* 2154/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2155 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2156 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2157 * 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. 2158 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2159 */
2268 2160
2161int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2162find_first_free_spot (const object *ob, maptile *m, int x, int y)
2163{
2164 int
2270 int i; 2165 i;
2166
2271 for(i=0;i<SIZEOFFREE;i++) { 2167 for (i = 0; i < SIZEOFFREE; i++)
2168 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2169 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2170 return i;
2274 } 2171 }
2275 return -1; 2172 return -1;
2276} 2173}
2277 2174
2278/* 2175/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2176 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2177 * arr[begin..end-1].
2281 */ 2178 */
2179static void
2282static void permute(int *arr, int begin, int end) 2180permute (int *arr, int begin, int end)
2283{ 2181{
2284 int i, j, tmp, len; 2182 int
2183 i,
2184 j,
2185 tmp,
2186 len;
2285 2187
2286 len = end-begin; 2188 len = end - begin;
2287 for(i = begin; i < end; i++) 2189 for (i = begin; i < end; i++)
2288 { 2190 {
2289 j = begin+RANDOM()%len; 2191 j = begin + RANDOM () % len;
2290 2192
2291 tmp = arr[i]; 2193 tmp = arr[i];
2292 arr[i] = arr[j]; 2194 arr[i] = arr[j];
2293 arr[j] = tmp; 2195 arr[j] = tmp;
2294 } 2196 }
2295} 2197}
2296 2198
2297/* new function to make monster searching more efficient, and effective! 2199/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2200 * 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 2201 * 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 2202 * 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 2203 * 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. 2204 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2205 */
2206void
2304void get_search_arr(int *search_arr) 2207get_search_arr (int *search_arr)
2305{ 2208{
2209 int
2306 int i; 2210 i;
2307 2211
2308 for(i = 0; i < SIZEOFFREE; i++) 2212 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2213 {
2310 search_arr[i] = i; 2214 search_arr[i] = i;
2311 } 2215 }
2312 2216
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2217 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2218 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2219 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2220}
2317 2221
2318/* 2222/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2223 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2224 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2230 * 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 2231 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2232 * there is capable of.
2329 */ 2233 */
2330 2234
2235int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2236find_dir (maptile *m, int x, int y, object *exclude)
2237{
2238 int
2239 i,
2332 int i,max=SIZEOFFREE, mflags; 2240 max = SIZEOFFREE, mflags;
2241
2333 sint16 nx, ny; 2242 sint16 nx, ny;
2334 object *tmp; 2243 object *
2335 mapstruct *mp; 2244 tmp;
2245 maptile *
2246 mp;
2247
2336 MoveType blocked, move_type; 2248 MoveType blocked, move_type;
2337 2249
2338 if (exclude && exclude->head) { 2250 if (exclude && exclude->head)
2251 {
2339 exclude = exclude->head; 2252 exclude = exclude->head;
2340 move_type = exclude->move_type; 2253 move_type = exclude->move_type;
2341 } else { 2254 }
2255 else
2256 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2257 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2258 move_type = MOVE_ALL;
2259 }
2260
2261 for (i = 1; i < max; i++)
2344 } 2262 {
2345 2263 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2264 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2265 ny = y + freearr_y[i];
2350 2266
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2267 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2268 if (mflags & P_OUT_OF_MAP)
2269 {
2353 max = maxfree[i]; 2270 max = maxfree[i];
2354 } else { 2271 }
2272 else
2273 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2274 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2275
2357 if ((move_type & blocked) == move_type) { 2276 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2277 {
2278 max = maxfree[i];
2279 }
2359 } else if (mflags & P_IS_ALIVE) { 2280 else if (mflags & P_IS_ALIVE)
2281 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2282 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2283 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2284 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2285 {
2364 } 2286 break;
2365 } 2287 }
2366 if(tmp) { 2288 }
2367 return freedir[i]; 2289 if (tmp)
2368 } 2290 {
2291 return freedir[i];
2292 }
2293 }
2294 }
2369 } 2295 }
2370 }
2371 }
2372 return 0; 2296 return 0;
2373} 2297}
2374 2298
2375/* 2299/*
2376 * distance(object 1, object 2) will return the square of the 2300 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2301 * distance between the two given objects.
2378 */ 2302 */
2379 2303
2304int
2380int distance(const object *ob1, const object *ob2) { 2305distance (const object *ob1, const object *ob2)
2306{
2381 int i; 2307 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2308 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2309
2310 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2311 return i;
2385} 2312}
2386 2313
2387/* 2314/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2315 * 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 2316 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2317 * object, needs to travel toward it.
2391 */ 2318 */
2392 2319
2320int
2393int find_dir_2(int x, int y) { 2321find_dir_2 (int x, int y)
2322{
2394 int q; 2323 int
2324 q;
2395 2325
2396 if(y) 2326 if (y)
2397 q=x*100/y; 2327 q = x * 100 / y;
2398 else if (x) 2328 else if (x)
2399 q= -300*x; 2329 q = -300 * x;
2400 else 2330 else
2401 return 0; 2331 return 0;
2402 2332
2403 if(y>0) { 2333 if (y > 0)
2334 {
2404 if(q < -242) 2335 if (q < -242)
2405 return 3 ; 2336 return 3;
2406 if (q < -41) 2337 if (q < -41)
2407 return 2 ; 2338 return 2;
2408 if (q < 41) 2339 if (q < 41)
2409 return 1 ; 2340 return 1;
2410 if (q < 242) 2341 if (q < 242)
2411 return 8 ; 2342 return 8;
2412 return 7 ; 2343 return 7;
2413 } 2344 }
2414 2345
2415 if (q < -242) 2346 if (q < -242)
2416 return 7 ; 2347 return 7;
2417 if (q < -41) 2348 if (q < -41)
2418 return 6 ; 2349 return 6;
2419 if (q < 41) 2350 if (q < 41)
2420 return 5 ; 2351 return 5;
2421 if (q < 242) 2352 if (q < 242)
2422 return 4 ; 2353 return 4;
2423 2354
2424 return 3 ; 2355 return 3;
2425} 2356}
2426 2357
2427/* 2358/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2359 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2360 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2361 * "overflow" in previous calculations of a direction).
2431 */ 2362 */
2432 2363
2364int
2433int absdir(int d) { 2365absdir (int d)
2434 while(d<1) d+=8; 2366{
2435 while(d>8) d-=8; 2367 while (d < 1)
2368 d += 8;
2369 while (d > 8)
2370 d -= 8;
2436 return d; 2371 return d;
2437} 2372}
2438 2373
2439/* 2374/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2375 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2376 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2377 */
2443 2378
2379int
2444int dirdiff(int dir1, int dir2) { 2380dirdiff (int dir1, int dir2)
2381{
2445 int d; 2382 int
2383 d;
2384
2446 d = abs(dir1 - dir2); 2385 d = abs (dir1 - dir2);
2447 if(d>4) 2386 if (d > 4)
2448 d = 8 - d; 2387 d = 8 - d;
2449 return d; 2388 return d;
2450} 2389}
2451 2390
2452/* peterm: 2391/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2396 * 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 2397 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2398 * functions.
2460 */ 2399 */
2461 2400
2401int
2462int reduction_dir[SIZEOFFREE][3] = { 2402 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2403 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2404 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2405 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2406 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2407 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2408 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2409 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2410 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2411 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2412 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2413 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2414 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2415 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2416 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2417 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2418 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2419 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2420 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2421 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2422 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2423 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2424 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2425 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2426 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2427 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2428 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2429 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2430 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2431 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2432 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2433 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2434 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2435 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2436 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2437 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2438 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2439 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2440 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2441 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2442 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2443 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2444 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2445 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2446 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2447 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2448 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2449 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2450 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2451 {24, 9, -1}
2452}; /* 48 */
2512 2453
2513/* Recursive routine to step back and see if we can 2454/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2455 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2456 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2457 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2458 * Modified to be map tile aware -.MSW
2518 */ 2459 */
2519
2520 2460
2461
2462int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2463can_see_monsterP (maptile *m, int x, int y, int dir)
2464{
2522 sint16 dx, dy; 2465 sint16 dx, dy;
2466 int
2523 int mflags; 2467 mflags;
2524 2468
2469 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2470 return 0; /* exit condition: invalid direction */
2526 2471
2527 dx = x + freearr_x[dir]; 2472 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2473 dy = y + freearr_y[dir];
2529 2474
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2475 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2476
2532 /* This functional arguably was incorrect before - it was 2477 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2478 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2479 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2480 * 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 2481 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2482 * at least its move type.
2538 */ 2483 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2484 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2485 return 0;
2540 2486
2541 /* yes, can see. */ 2487 /* yes, can see. */
2542 if(dir < 9) return 1; 2488 if (dir < 9)
2489 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2490 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2491 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} 2492}
2547 2493
2548 2494
2549 2495
2550/* 2496/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2497 * 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 2498 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2499 * picked up, otherwise 0.
2554 * 2500 *
2556 * core dumps if they do. 2502 * core dumps if they do.
2557 * 2503 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2504 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2505 */
2560 2506
2507int
2561int can_pick(const object *who, const object *item) { 2508can_pick (const object *who, const object *item)
2509{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2510 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2511 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2512 !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} 2513}
2567 2514
2568 2515
2569/* 2516/*
2570 * create clone from object to another 2517 * create clone from object to another
2571 */ 2518 */
2519object *
2572object *object_create_clone (object *asrc) { 2520object_create_clone (object *asrc)
2521{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2522 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2523
2575 if(!asrc) return NULL; 2524 if (!asrc)
2525 return 0;
2526
2576 src = asrc; 2527 src = asrc;
2577 if(src->head) 2528 if (src->head)
2578 src = src->head; 2529 src = src->head;
2579 2530
2580 prev = NULL; 2531 prev = 0;
2581 for(part = src; part; part = part->more) { 2532 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2533 {
2583 copy_object(part,tmp); 2534 tmp = part->clone ();
2584 tmp->x -= src->x; 2535 tmp->x -= src->x;
2585 tmp->y -= src->y; 2536 tmp->y -= src->y;
2537
2586 if(!part->head) { 2538 if (!part->head)
2539 {
2587 dst = tmp; 2540 dst = tmp;
2588 tmp->head = NULL; 2541 tmp->head = 0;
2542 }
2589 } else { 2543 else
2544 {
2590 tmp->head = dst; 2545 tmp->head = dst;
2591 } 2546 }
2547
2592 tmp->more = NULL; 2548 tmp->more = 0;
2549
2593 if(prev) 2550 if (prev)
2594 prev->more = tmp; 2551 prev->more = tmp;
2552
2595 prev = tmp; 2553 prev = tmp;
2596 } 2554 }
2597 /*** copy inventory ***/ 2555
2598 for(item = src->inv; item; item = item->below) { 2556 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2557 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2558
2602 return dst; 2559 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2560}
2612 2561
2613/* GROS - Creates an object using a string representing its content. */ 2562/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */ 2563/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2564/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */ 2565/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */ 2566/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2567/* Also remember that multiparts objects are not supported for now. */
2619 2568
2569object *
2620object* load_object_str(const char *obstr) 2570load_object_str (const char *obstr)
2621{ 2571{
2622 object *op; 2572 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2573 char filename[MAX_BUF];
2574
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2575 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2576
2626 tempfile=fopen(filename,"w"); 2577 FILE *tempfile = fopen (filename, "w");
2578
2627 if (tempfile == NULL) 2579 if (tempfile == NULL)
2628 { 2580 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2581 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2582 return NULL;
2631 }; 2583 }
2584
2632 fprintf(tempfile,obstr); 2585 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2586 fclose (tempfile);
2634 2587
2635 op=get_object(); 2588 op = object::create ();
2636 2589
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); 2590 object_thawer thawer (filename);
2591
2592 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2593 load_object (thawer, op, 0);
2594
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2595 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2596 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2597
2648 return op; 2598 return op;
2649} 2599}
2650 2600
2651/* This returns the first object in who's inventory that 2601/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2602 * has the same type and subtype match.
2653 * returns NULL if no match. 2603 * returns NULL if no match.
2654 */ 2604 */
2605object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2606find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2607{
2657 object *tmp; 2608 object *tmp;
2658 2609
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2610 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2611 if (tmp->type == type && tmp->subtype == subtype)
2612 return tmp;
2661 2613
2662 return NULL; 2614 return NULL;
2663} 2615}
2664 2616
2665/* If ob has a field named key, return the link from the list, 2617/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2618 * otherwise return NULL.
2667 * 2619 *
2668 * key must be a passed in shared string - otherwise, this won't 2620 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2621 * do the desired thing.
2670 */ 2622 */
2623key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2624get_ob_key_link (const object *ob, const char *key)
2625{
2672 key_value * link; 2626 key_value *link;
2673 2627
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2628 for (link = ob->key_values; link != NULL; link = link->next)
2675 if (link->key == key) { 2629 if (link->key == key)
2676 return link; 2630 return link;
2677 } 2631
2678 }
2679
2680 return NULL; 2632 return NULL;
2681} 2633}
2682 2634
2683/* 2635/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2636 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2637 *
2686 * The argument doesn't need to be a shared string. 2638 * The argument doesn't need to be a shared string.
2687 * 2639 *
2688 * The returned string is shared. 2640 * The returned string is shared.
2689 */ 2641 */
2642const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2643get_ob_key_value (const object *op, const char *const key)
2644{
2691 key_value * link; 2645 key_value *link;
2692 const char * canonical_key; 2646 shstr_cmp canonical_key (key);
2647
2648 if (!canonical_key)
2693 2649 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2650 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2651 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2652 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2653 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2654 */
2702 return NULL; 2655 return 0;
2703 } 2656 }
2704 2657
2705 /* This is copied from get_ob_key_link() above - 2658 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2659 * only 4 lines, and saves the function call overhead.
2707 */ 2660 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2661 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2662 if (link->key == canonical_key)
2710 return link->value; 2663 return link->value;
2711 } 2664
2712 } 2665 return 0;
2713 return NULL;
2714} 2666}
2715 2667
2716 2668
2717/* 2669/*
2718 * Updates the canonical_key in op to value. 2670 * 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 2674 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2675 * keys.
2724 * 2676 *
2725 * Returns TRUE on success. 2677 * Returns TRUE on success.
2726 */ 2678 */
2679int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2680set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2681{
2682 key_value *
2728 key_value * field = NULL, *last=NULL; 2683 field = NULL, *last = NULL;
2729 2684
2730 for (field=op->key_values; field != NULL; field=field->next) { 2685 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2686 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2687 if (field->key != canonical_key)
2737 if (value) 2688 {
2738 field->value = add_string(value); 2689 last = field;
2739 else { 2690 continue;
2691 }
2692
2693 if (value)
2694 field->value = value;
2695 else
2696 {
2740 /* Basically, if the archetype has this key set, 2697 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2698 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2699 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2700 * we get this value back again.
2744 */ 2701 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2702 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2703 field->value = 0;
2747 else { 2704 else
2748 /* Delete this link */ 2705 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2706 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2707 last->next = field->next;
2751 if (last) last->next = field->next; 2708 else
2752 else op->key_values = field->next; 2709 op->key_values = field->next;
2753 free(field); 2710
2754 } 2711 delete field;
2755 } 2712 }
2713 }
2756 return TRUE; 2714 return TRUE;
2757 } 2715 }
2758 /* IF we get here, key doesn't exist */ 2716 /* IF we get here, key doesn't exist */
2759 2717
2760 /* No field, we'll have to add it. */ 2718 /* No field, we'll have to add it. */
2719
2720 if (!add_key)
2761 2721 {
2762 if (!add_key) {
2763 return FALSE; 2722 return FALSE;
2764 } 2723 }
2765 /* There isn't any good reason to store a null 2724 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2725 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2726 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2727 * be here. If user wants to store empty strings,
2769 * should pass in "" 2728 * should pass in ""
2770 */ 2729 */
2771 if (value == NULL) return TRUE; 2730 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; 2731 return TRUE;
2732
2733 field = new key_value;
2734
2735 field->key = canonical_key;
2736 field->value = value;
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2782} 2742}
2783 2743
2784/* 2744/*
2785 * Updates the key in op to value. 2745 * Updates the key in op to value.
2786 * 2746 *
2788 * and not add new ones. 2748 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2749 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2750 *
2791 * Returns TRUE on success. 2751 * Returns TRUE on success.
2792 */ 2752 */
2753int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2754set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2755{
2795 int floating_ref = FALSE; 2756 shstr key_ (key);
2796 int ret; 2757
2758 return set_ob_key_value_s (op, key_, value, add_key);
2759}
2760
2761object::depth_iterator::depth_iterator (object *container)
2762: iterator_base (container)
2763{
2764 while (item->inv)
2765 item = item->inv;
2766}
2767
2768void
2769object::depth_iterator::next ()
2770{
2771 if (item->below)
2797 2772 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2773 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2774
2800 */ 2775 while (item->inv)
2776 item = item->inv;
2801 2777 }
2802 canonical_key = find_string(key); 2778 else
2803 if (canonical_key == NULL) { 2779 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} 2780}
2781
2782// return a suitable string describing an objetc in enough detail to find it
2783const char *
2784object::debug_desc (char *info) const
2785{
2786 char info2[256 * 3];
2787 char *p = info;
2788
2789 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2790 count,
2791 &name,
2792 title ? " " : "",
2793 title ? (const char *)title : "");
2794
2795 if (env)
2796 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2797
2798 if (map)
2799 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2800
2801 return info;
2802}
2803
2804const char *
2805object::debug_desc () const
2806{
2807 static char info[256 * 3];
2808 return debug_desc (info);
2809}
2810

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