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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 1.78 by root, Fri Dec 22 16:34:00 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; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const 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 40
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 */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
130 200 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 204 return 0;
138 205
206 //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 207 /* 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 208 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 209 * used to store nrof).
142 */ 210 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 212 return 0;
145 213
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. 214 /* 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 215 * 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 216 * 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 217 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 218 * flags lose any meaning.
166 */ 219 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 222
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 225
173 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
177 */ 230 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 251 return 0;
208 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
209 /* Don't merge objects that are applied. With the new 'body' code, 271 /* 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 272 * 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. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 276 return 0;
215 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
216 switch (ob1->type) { 285 switch (ob1->type)
286 {
217 case SCROLL: 287 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
219 break; 290 break;
220
221 } 291 }
292
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
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) { 363dump_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{ 364{
340 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
341 367
342 if(op==NULL) 368 object_freezer freezer;
343 { 369 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 370 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} 371}
382 372
383/* 373/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
387 */ 377 */
388 378
379object *
389object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
390 object *tmp,*closest; 382 object *tmp, *closest;
391 int last_dist,i; 383 int last_dist, i;
384
392 if(op->more==NULL) 385 if (op->more == NULL)
393 return op; 386 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
397 return closest; 390 return closest;
398} 391}
399 392
400/* 393/*
401 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
402 */ 395 */
403 396
397object *
404object *find_object(tag_t i) { 398find_object (tag_t i)
405 object *op; 399{
406 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 401 if (op->count == i)
408 break; 402 return op;
403
409 return op; 404 return 0;
410} 405}
411 406
412/* 407/*
413 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
416 */ 411 */
417 412
413object *
418object *find_object_name(const char *str) { 414find_object_name (const char *str)
419 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
420 object *op; 417 object *op;
418
421 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 420 if (op->name == str_)
423 break; 421 break;
424 free_string(name); 422
425 return op; 423 return op;
426} 424}
427 425
426void
428void free_all_object_data(void) { 427free_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{ 428{
470 if (!op) return; 429 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} 430}
478
479
480 431
481/* 432/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 434 * skill and experience objects.
484 */ 435 */
485void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
486{ 438{
487 if(owner==NULL||op==NULL) 439 if (!owner)
488 return; 440 return;
489 441
490 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* 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 444 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 446 * 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. 447 * didn't match, this check is valid and I believe that cause is valid.
496 */ 448 */
497 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
499 451
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; 452 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} 453}
553 454
554/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 456 * refcounts and freeing the links.
556 */ 457 */
458static void
557static void free_key_values(object * op) { 459free_key_values (object *op)
558 key_value * i; 460{
559 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
560 462 {
561 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
562 467 }
563 for (i = op->key_values; i != NULL; i = next) { 468
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; 469 op->key_values = 0;
574} 470}
575 471
576
577/* 472/*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582void clear_object(object *op) {
583 op->clear ();
584
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op);
605
606 /* the memset will clear all these values for us, but we need
607 * to reduce the refcount on them.
608 */
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
618
619
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED);
626
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */
642
643 op->expmul=1.0;
644 op->face = blank_face;
645 op->attacked_by_count = (tag_t) -1;
646 if (settings.casting_time)
647 op->casting_time = -1;
648
649}
650
651/*
652 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * 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 477 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 478 * will point at garbage.
658 */ 479 */
480void
481object::copy_to (object *dst)
482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
659 485
660void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 487 *(object_pod *)dst = *this;
662 event *evt, *evt2, *evt_new;
663 488
664 op->clear (); 489 if (self || cb)
490 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
665 491
666 /* Decrement the refcounts, but don't bother zeroing the fields; 492 if (is_freed)
667 they'll be overwritten by memcpy. */ 493 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);
678 494
679 /* Basically, same code as from clear_object() */ 495 if (is_removed)
680 for (evt = op->events; evt; evt=evt2) { 496 SET_FLAG (dst, FLAG_REMOVED);
681 evt2 = evt->next;
682 497
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 498 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; 499 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
711 500
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. */ 501 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 502 if (key_values)
735 key_value * tail = NULL; 503 {
504 key_value *tail = 0;
736 key_value * i; 505 key_value *i;
737 506
738 op->key_values = NULL; 507 dst->key_values = 0;
739 508
740 for (i = op2->key_values; i != NULL; i = i->next) { 509 for (i = key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 510 {
511 key_value *new_link = new key_value;
742 512
743 new_link->next = NULL; 513 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 514 new_link->key = i->key;
745 if (i->value) 515 new_link->value = i->value;
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749 516
750 /* Try and be clever here, too. */ 517 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 518 if (!dst->key_values)
752 op->key_values = new_link; 519 {
753 tail = new_link; 520 dst->key_values = new_link;
754 } else { 521 tail = new_link;
755 tail->next = new_link; 522 }
756 tail = new_link; 523 else
524 {
525 tail->next = new_link;
526 tail = new_link;
527 }
528 }
757 } 529 }
758 }
759 }
760 530
761 update_ob_speed(op); 531 update_ob_speed (dst);
762} 532}
763 533
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; 534object *
805 535object::clone ()
806 if(free_objects==NULL) { 536{
807 expand_objects(); 537 object *neu = create ();
808 } 538 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; 539 return neu;
847} 540}
848 541
849/* 542/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 543 * 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 544 * 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. 545 * be called to update the face variable, _and_ how it looks on the map.
853 */ 546 */
854 547
548void
855void update_turn_face(object *op) { 549update_turn_face (object *op)
550{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 551 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 552 return;
858 SET_ANIMATION(op, op->direction); 553 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 554 update_object (op, UP_OBJ_FACE);
860} 555}
861 556
862/* 557/*
863 * Updates the speed of an object. If the speed changes from 0 to another 558 * 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. 559 * 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. 560 * This function needs to be called whenever the speed of an object changes.
866 */ 561 */
867 562void
868void update_ob_speed(object *op) { 563update_ob_speed (object *op)
564{
869 extern int arch_init; 565 extern int arch_init;
870 566
871 /* No reason putting the archetypes objects on the speed list, 567 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 568 * since they never really need to be updated.
873 */ 569 */
874 570
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 571 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
572 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 573 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 574#ifdef MANY_CORES
878 abort(); 575 abort ();
879#else 576#else
880 op->speed = 0; 577 op->speed = 0;
881#endif 578#endif
882 } 579 }
580
883 if (arch_init) { 581 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; 582 return;
890 583
584 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
585 {
586 /* If already on active list, don't do anything */
587 if (op->active_next || op->active_prev || op == active_objects)
588 return;
589
891 /* process_events() expects us to insert the object at the beginning 590 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 591 * of the list. */
893 op->active_next = active_objects; 592 op->active_next = active_objects;
593
894 if (op->active_next!=NULL) 594 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 595 op->active_next->active_prev = op;
596
896 active_objects = op; 597 active_objects = op;
598 }
599 else
897 } 600 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 601 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 602 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 603 return;
902 604
903 if (op->active_prev==NULL) { 605 if (op->active_prev == NULL)
606 {
904 active_objects = op->active_next; 607 active_objects = op->active_next;
608
905 if (op->active_next!=NULL) 609 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 610 op->active_next->active_prev = NULL;
907 } 611 }
908 else { 612 else
613 {
909 op->active_prev->active_next = op->active_next; 614 op->active_prev->active_next = op->active_next;
615
910 if (op->active_next) 616 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 617 op->active_next->active_prev = op->active_prev;
912 } 618 }
619
913 op->active_next = NULL; 620 op->active_next = NULL;
914 op->active_prev = NULL; 621 op->active_prev = NULL;
915 } 622 }
916} 623}
917 624
918/* This function removes object 'op' from the list of active 625/* This function removes object 'op' from the list of active
919 * objects. 626 * objects.
921 * reference maps where you don't want an object that isn't 628 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 629 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 630 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 631 * will do the right thing based on the speed of the object.
925 */ 632 */
633void
926void remove_from_active_list(object *op) 634remove_from_active_list (object *op)
927{ 635{
928 /* If not on the active list, nothing needs to be done */ 636 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 637 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 638 return;
931 639
932 if (op->active_prev==NULL) { 640 if (op->active_prev == NULL)
641 {
933 active_objects = op->active_next; 642 active_objects = op->active_next;
934 if (op->active_next!=NULL) 643 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 644 op->active_next->active_prev = NULL;
645 }
646 else
936 } 647 {
937 else {
938 op->active_prev->active_next = op->active_next; 648 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 649 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 650 op->active_next->active_prev = op->active_prev;
941 } 651 }
942 op->active_next = NULL; 652 op->active_next = NULL;
943 op->active_prev = NULL; 653 op->active_prev = NULL;
944} 654}
945 655
946/* 656/*
947 * update_object() updates the array which represents the map. 657 * update_object() updates the the map.
948 * It takes into account invisible objects (and represent squares covered 658 * It takes into account invisible objects (and represent squares covered
949 * by invisible objects by whatever is below them (unless it's another 659 * by invisible objects by whatever is below them (unless it's another
950 * invisible object, etc...) 660 * invisible object, etc...)
951 * If the object being updated is beneath a player, the look-window 661 * If the object being updated is beneath a player, the look-window
952 * of that player is updated (this might be a suboptimal way of 662 * of that player is updated (this might be a suboptimal way of
953 * updating that window, though, since update_object() is called _often_) 663 * updating that window, though, since update_object() is called _often_)
954 * 664 *
955 * action is a hint of what the caller believes need to be done. 665 * action is a hint of what the caller believes need to be done.
956 * For example, if the only thing that has changed is the face (due to
957 * an animation), we don't need to call update_position until that actually
958 * comes into view of a player. OTOH, many other things, like addition/removal
959 * of walls or living creatures may need us to update the flags now.
960 * current action are: 666 * current action are:
961 * UP_OBJ_INSERT: op was inserted 667 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed 668 * UP_OBJ_REMOVE: op was removed
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 669 * 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. 670 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 671 * UP_OBJ_FACE: only the objects face has changed.
966 */ 672 */
967 673void
968void update_object(object *op, int action) { 674update_object (object *op, int action)
969 int update_now=0, flags; 675{
970 MoveType move_on, move_off, move_block, move_slow; 676 MoveType move_on, move_off, move_block, move_slow;
971 677
972 if (op == NULL) { 678 if (op == NULL)
679 {
973 /* this should never happen */ 680 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 681 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 682 return;
976 }
977 683 }
978 if(op->env!=NULL) { 684
685 if (op->env)
686 {
979 /* Animation is currently handled by client, so nothing 687 /* Animation is currently handled by client, so nothing
980 * to do in this case. 688 * to do in this case.
981 */ 689 */
982 return; 690 return;
983 } 691 }
984 692
985 /* If the map is saving, don't do anything as everything is 693 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 694 * going to get freed anyways.
987 */ 695 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 696 if (!op->map || op->map->in_memory == MAP_SAVING)
989 697 return;
698
990 /* make sure the object is within map boundaries */ 699 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 700 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)) { 701 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 702 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 703#ifdef MANY_CORES
995 abort(); 704 abort ();
996#endif 705#endif
997 return; 706 return;
998 }
999 707 }
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1006 708
709 mapspace &m = op->ms ();
710
711 if (m.flags_ & P_NEED_UPDATE)
712 /* nop */;
1007 if (action == UP_OBJ_INSERT) { 713 else if (action == UP_OBJ_INSERT)
714 {
715 // this is likely overkill, TODO: revisit (schmorp)
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 716 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1009 update_now=1;
1010
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 717 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1012 update_now=1; 718 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1013 719 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
720 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 721 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1015 update_now=1; 722 || (m.move_on | op->move_on ) != m.move_on
1016 723 || (m.move_off | op->move_off ) != m.move_off
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 724 || (m.move_slow | op->move_slow) != m.move_slow
1018 update_now=1;
1019
1020 if ((move_on | op->move_on) != move_on) update_now=1;
1021 if ((move_off | op->move_off) != move_off) update_now=1;
1022 /* This isn't perfect, but I don't expect a lot of objects to 725 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 726 * to have move_allow right now.
1024 */ 727 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 728 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1026 update_now=1; 729 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 730 m.flags_ = P_NEED_UPDATE;
1028 } 731 }
1029 /* if the object is being removed, we can't make intelligent 732 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 733 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 734 * that is being removed.
1032 */ 735 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 736 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 737 m.flags_ = P_NEED_UPDATE;
1035 } else if (action == UP_OBJ_FACE) { 738 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 739 /* Nothing to do for that case */ ;
1037 }
1038 else { 740 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 741 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 742
1042 if (update_now) {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y);
1045 }
1046
1047 if(op->more!=NULL) 743 if (op->more)
1048 update_object(op->more, action); 744 update_object (op->more, action);
1049} 745}
1050 746
747object::vector object::mortals;
748object::vector object::objects; // not yet used
749object *object::first;
750
751void object::free_mortals ()
752{
753 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
754 if ((*i)->refcnt)
755 ++i; // further delay freeing
756 else
757 {
758 delete *i;
759 mortals.erase (i);
760 }
761}
762
763object::object ()
764{
765 SET_FLAG (this, FLAG_REMOVED);
766
767 expmul = 1.0;
768 face = blank_face;
769}
770
771object::~object ()
772{
773 free_key_values (this);
774}
775
776void object::link ()
777{
778 count = ++ob_count;
779 uuid = gen_uuid ();
780
781 prev = 0;
782 next = object::first;
783
784 if (object::first)
785 object::first->prev = this;
786
787 object::first = this;
788}
789
790void object::unlink ()
791{
792 if (this == object::first)
793 object::first = next;
794
795 /* Remove this object from the list of used objects */
796 if (prev) prev->next = next;
797 if (next) next->prev = prev;
798
799 prev = 0;
800 next = 0;
801}
802
803object *object::create ()
804{
805 object *op = new object;
806 op->link ();
807 return op;
808}
1051 809
1052/* 810/*
1053 * free_object() frees everything allocated by an object, removes 811 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 812 * 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. 813 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for 814 * The object must have been removed by remove_ob() first for
1057 * this function to succeed. 815 * this function to succeed.
1058 * 816 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 817 * If destroy_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 818 * inventory to the ground.
1061 */ 819 */
820void object::destroy (bool destroy_inventory)
821{
822 if (QUERY_FLAG (this, FLAG_FREED))
823 return;
1062 824
1063void free_object(object *ob) { 825 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1064 free_object2(ob, 0); 826 remove_friendly_object (this);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 827
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 828 if (!QUERY_FLAG (this, FLAG_REMOVED))
1072 LOG(llevDebug,"Free object called with non removed object\n"); 829 remove ();
1073 dump_object(ob); 830
1074#ifdef MANY_CORES 831 SET_FLAG (this, FLAG_FREED);
1075 abort(); 832
1076#endif 833 if (more)
1077 } 834 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 835 more->destroy (destroy_inventory);
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 836 more = 0;
1080 remove_friendly_object(ob); 837 }
838
839 if (inv)
1081 } 840 {
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 - 841 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 842 * if some form of movement is allowed, let objects
1094 * drop on that space. 843 * drop on that space.
1095 */ 844 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 845 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)) 846 {
1098 { 847 object *op = inv;
1099 op=ob->inv; 848
1100 while(op!=NULL) { 849 while (op)
1101 tmp=op->below; 850 {
1102 remove_ob(op); 851 object *tmp = op->below;
1103 free_object2(op, free_inventory); 852 op->destroy (destroy_inventory);
1104 op=tmp; 853 op = tmp;
854 }
855 }
856 else
857 { /* Put objects in inventory onto this space */
858 object *op = inv;
859
860 while (op)
861 {
862 object *tmp = op->below;
863
864 op->remove ();
865
866 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
867 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
868 op->destroy ();
869 else
870 {
871 op->x = x;
872 op->y = y;
873 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
874 }
875
876 op = tmp;
877 }
878 }
1105 } 879 }
1106 } 880
1107 else { /* Put objects in inventory onto this space */ 881 // hack to ensure that freed objects still have a valid map
1108 op=ob->inv; 882 {
1109 while(op!=NULL) { 883 static maptile *freed_map; // freed objects are moved here to avoid crashes
1110 tmp=op->below; 884
1111 remove_ob(op); 885 if (!freed_map)
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 886 {
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 887 freed_map = new maptile;
1114 free_object(op); 888
1115 else { 889 freed_map->name = "/internal/freed_objects_map";
1116 op->x=ob->x; 890 freed_map->width = 3;
1117 op->y=ob->y; 891 freed_map->height = 3;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 892
1119 } 893 freed_map->allocate ();
1120 op=tmp;
1121 }
1122 }
1123 } 894 }
895
896 map = freed_map;
897 x = 1;
898 y = 1;
899 }
900
901 // clear those pointers that likely might have circular references to us
902 owner = 0;
903 enemy = 0;
904 attacked_by = 0;
905
906 // only relevant for players(?), but make sure of it anyways
907 contr = 0;
908
1124 /* Remove object from the active list */ 909 /* Remove object from the active list */
1125 ob->speed = 0; 910 speed = 0;
1126 update_ob_speed(ob); 911 update_ob_speed (this);
1127 912
1128 SET_FLAG(ob, FLAG_FREED); 913 unlink ();
1129 ob->count = 0;
1130 914
1131 /* Remove this object from the list of used objects */ 915 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} 916}
1216 917
1217/* 918/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 919 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 920 * weight of an object (and what is carried by it's environment(s)).
1220 */ 921 */
1221 922void
1222void sub_weight (object *op, signed long weight) { 923sub_weight (object *op, signed long weight)
924{
1223 while (op != NULL) { 925 while (op != NULL)
926 {
1224 if (op->type == CONTAINER) { 927 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 928 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 929
1227 op->carrying-=weight; 930 op->carrying -= weight;
1228 op = op->env; 931 op = op->env;
1229 } 932 }
1230} 933}
1231 934
1232/* remove_ob(op): 935/* op->remove ():
1233 * This function removes the object op from the linked list of objects 936 * 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 937 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 938 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 939 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 940 * the previous environment.
1238 * Beware: This function is called from the editor as well! 941 * Beware: This function is called from the editor as well!
1239 */ 942 */
1240 943void
1241void remove_ob(object *op) { 944object::remove ()
945{
1242 object *tmp,*last=NULL; 946 object *tmp, *last = 0;
1243 object *otmp; 947 object *otmp;
1244 tag_t tag; 948
1245 int check_walk_off; 949 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 950
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 951 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 952 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 953
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); 954 SET_FLAG (this, FLAG_REMOVED);
1270 955
956 if (more)
957 more->remove ();
958
1271 /* 959 /*
1272 * In this case, the object to be removed is in someones 960 * In this case, the object to be removed is in someones
1273 * inventory. 961 * inventory.
1274 */ 962 */
1275 if(op->env!=NULL) { 963 if (env)
1276 if(op->nrof) 964 {
965 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 966 sub_weight (env, weight * nrof);
1278 else 967 else
1279 sub_weight(op->env, op->weight+op->carrying); 968 sub_weight (env, weight + carrying);
1280 969
1281 /* NO_FIX_PLAYER is set when a great many changes are being 970 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 971 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 972 * to save cpu time.
1284 */ 973 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 974 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 975 otmp->update_stats ();
1287 fix_player(otmp);
1288 976
1289 if(op->above!=NULL) 977 if (above != NULL)
1290 op->above->below=op->below; 978 above->below = below;
1291 else 979 else
1292 op->env->inv=op->below; 980 env->inv = below;
1293 981
1294 if(op->below!=NULL) 982 if (below != NULL)
1295 op->below->above=op->above; 983 below->above = above;
1296 984
1297 /* we set up values so that it could be inserted into 985 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 986 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 987 * to the caller to decide what we want to do.
1300 */ 988 */
1301 op->x=op->env->x,op->y=op->env->y; 989 x = env->x, y = env->y;
1302 op->ox=op->x,op->oy=op->y; 990 map = env->map;
1303 op->map=op->env->map; 991 above = 0, below = 0;
1304 op->above=NULL,op->below=NULL; 992 env = 0;
1305 op->env=NULL; 993 }
1306 return; 994 else if (map)
1307 } 995 {
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 996 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about 997 * lots of logic for things we no longer care about
1332 */ 998 */
1333 999
1334 /* link the object above us */ 1000 /* link the object above us */
1335 if (op->above) 1001 if (above)
1336 op->above->below=op->below; 1002 above->below = below;
1337 else 1003 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1004 map->at (x, y).top = below; /* we were top, set new top */
1339 1005
1340 /* Relink the object below us, if there is one */ 1006 /* Relink the object below us, if there is one */
1341 if(op->below) { 1007 if (below)
1342 op->below->above=op->above; 1008 below->above = above;
1343 } else { 1009 else
1010 {
1344 /* Nothing below, which means we need to relink map object for this space 1011 /* 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 1012 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1013 * evident
1347 */ 1014 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1015 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 1016 {
1017 char *dump = dump_object (this);
1018 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); 1019 "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)); 1020 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 1021 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 1022 LOG (llevError, "%s\n", dump);
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1023 free (dump);
1355 } 1024 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1025
1026 map->at (x, y).bottom = above; /* goes on above it. */
1027 }
1028
1029 above = 0;
1030 below = 0;
1031
1359 if (op->map->in_memory == MAP_SAVING) 1032 if (map->in_memory == MAP_SAVING)
1360 return; 1033 return;
1361 1034
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1035 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1036
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1037 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1038 {
1365 /* No point updating the players look faces if he is the object 1039 /* No point updating the players look faces if he is the object
1366 * being removed. 1040 * being removed.
1367 */ 1041 */
1368 1042
1369 if(tmp->type==PLAYER && tmp!=op) { 1043 if (tmp->type == PLAYER && tmp != this)
1044 {
1370 /* If a container that the player is currently using somehow gets 1045 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1046 * removed (most likely destroyed), update the player view
1372 * appropriately. 1047 * appropriately.
1373 */ 1048 */
1374 if (tmp->container==op) { 1049 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1050 {
1376 tmp->container=NULL; 1051 CLEAR_FLAG (this, FLAG_APPLIED);
1377 } 1052 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1053 }
1379 } 1054
1055 tmp->contr->ns->floorbox_update ();
1056 }
1057
1380 /* See if player moving off should effect something */ 1058 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1059 if (check_walk_off
1060 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1061 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1062 {
1063 move_apply (tmp, this, 0);
1383 1064
1384 move_apply(tmp, op, NULL); 1065 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1066 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 " 1067 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1068
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1069 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1070
1393 if(tmp->above == tmp) 1071 if (tmp->above == tmp)
1394 tmp->above = NULL; 1072 tmp->above = 0;
1395 last=tmp; 1073
1396 } 1074 last = tmp;
1075 }
1076
1397 /* last == NULL of there are no objects on this space */ 1077 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1078 if (!last)
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1079 map->at (x, y).flags_ = P_NEED_UPDATE;
1400 * 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
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else 1080 else
1408 update_object(last, UP_OBJ_REMOVE); 1081 update_object (last, UP_OBJ_REMOVE);
1409 1082
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1083 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1084 update_all_los (map, x, y);
1412 1085 }
1413} 1086}
1414 1087
1415/* 1088/*
1416 * merge_ob(op,top): 1089 * merge_ob(op,top):
1417 * 1090 *
1418 * This function goes through all objects below and including top, and 1091 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1092 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1093 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1094 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1095 */
1423 1096object *
1424object *merge_ob(object *op, object *top) { 1097merge_ob (object *op, object *top)
1098{
1425 if(!op->nrof) 1099 if (!op->nrof)
1426 return 0; 1100 return 0;
1101
1427 if(top==NULL) 1102 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1103 for (top = op; top != NULL && top->above != NULL; top = top->above);
1104
1429 for(;top!=NULL;top=top->below) { 1105 for (; top != NULL; top = top->below)
1106 {
1430 if(top==op) 1107 if (top == op)
1431 continue; 1108 continue;
1432 if (CAN_MERGE(op,top)) 1109
1433 { 1110 if (object::can_merge (op, top))
1111 {
1434 top->nrof+=op->nrof; 1112 top->nrof += op->nrof;
1113
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1114/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1115 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1116 op->destroy ();
1438 free_object(op);
1439 return top; 1117 return top;
1440 } 1118 }
1441 } 1119 }
1120
1442 return NULL; 1121 return 0;
1443} 1122}
1444 1123
1445/* 1124/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1125 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1126 * job preparing multi-part monsters
1448 */ 1127 */
1128object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1129insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1130{
1450 object* tmp; 1131 object *tmp;
1132
1451 if (op->head) 1133 if (op->head)
1452 op=op->head; 1134 op = op->head;
1135
1453 for (tmp=op;tmp;tmp=tmp->more){ 1136 for (tmp = op; tmp; tmp = tmp->more)
1137 {
1454 tmp->x=x+tmp->arch->clone.x; 1138 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1139 tmp->y = y + tmp->arch->clone.y;
1456 } 1140 }
1141
1457 return insert_ob_in_map (op, m, originator, flag); 1142 return insert_ob_in_map (op, m, originator, flag);
1458} 1143}
1459 1144
1460/* 1145/*
1461 * insert_ob_in_map (op, map, originator, flag): 1146 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1147 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1161 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1162 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1163 * just 'op' otherwise
1479 */ 1164 */
1480 1165
1166object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1167insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1168{
1483 object *tmp, *top, *floor=NULL; 1169 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1170 sint16 x, y;
1485 1171
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1172 if (QUERY_FLAG (op, FLAG_FREED))
1173 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1174 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1175 return NULL;
1176 }
1177
1178 if (m == NULL)
1489 } 1179 {
1490 if(m==NULL) { 1180 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1181 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1182 free (dump);
1183 return op;
1494 } 1184 }
1185
1495 if(out_of_map(m,op->x,op->y)) { 1186 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1187 {
1188 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1189 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1190#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1191 /* 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 1192 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1193 * improperly inserted.
1502 */ 1194 */
1503 abort(); 1195 abort ();
1504#endif 1196#endif
1505 return op; 1197 free (dump);
1198 return op;
1506 } 1199 }
1200
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1201 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1202 {
1203 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1204 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1205 free (dump);
1206 return op;
1511 } 1207 }
1208
1512 if(op->more!=NULL) { 1209 if (op->more != NULL)
1210 {
1513 /* The part may be on a different map. */ 1211 /* The part may be on a different map. */
1514 1212
1515 object *more = op->more; 1213 object *more = op->more;
1516 1214
1517 /* We really need the caller to normalize coordinates - if 1215 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1216 * 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 1217 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1218 * is clear wrong do we normalize it.
1521 */ 1219 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1220 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); 1221 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1222 else if (!more->map)
1223 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1224 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1225 * more->map should always point to the parent.
1530 */ 1226 */
1531 more->map = m; 1227 more->map = m;
1532 } 1228 }
1533 1229
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1230 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1231 {
1535 if ( ! op->head) 1232 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1233 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1234
1537 return NULL; 1235 return NULL;
1538 } 1236 }
1539 } 1237 }
1238
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1239 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1240
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 1241 /* 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 1242 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1243 * need extra work
1549 */ 1244 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1245 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1246 x = op->x;
1552 y = op->y; 1247 y = op->y;
1553 1248
1554 /* this has to be done after we translate the coordinates. 1249 /* this has to be done after we translate the coordinates.
1555 */ 1250 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1251 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1252 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1253 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1254 {
1560 remove_ob(tmp); 1255 op->nrof += tmp->nrof;
1561 free_object(tmp); 1256 tmp->destroy ();
1562 } 1257 }
1563 }
1564 1258
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1259 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1260 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1261
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1262 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1263 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1264
1570 if (flag & INS_BELOW_ORIGINATOR) { 1265 if (flag & INS_BELOW_ORIGINATOR)
1266 {
1571 if (originator->map != op->map || originator->x != op->x || 1267 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1268 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1269 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1270 abort ();
1575 } 1271 }
1272
1576 op->above = originator; 1273 op->above = originator;
1577 op->below = originator->below; 1274 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1275
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1276 if (op->below)
1277 op->below->above = op;
1278 else
1279 op->ms ().bottom = op;
1280
1580 /* since *below* originator, no need to update top */ 1281 /* since *below* originator, no need to update top */
1581 originator->below = op; 1282 originator->below = op;
1582 } else { 1283 }
1284 else
1285 {
1583 /* If there are other objects, then */ 1286 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1287 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1288 {
1585 object *last=NULL; 1289 object *last = NULL;
1586 /* 1290
1291 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1292 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1293 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1294 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1295 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1296 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1297 * 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 1298 * 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 1299 * 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 1300 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1301 * that flying non pickable objects are spell objects.
1597 */ 1302 */
1598 1303
1599 while (top != NULL) { 1304 while (top != NULL)
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1305 {
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1306 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1602 if (QUERY_FLAG(top, FLAG_NO_PICK) 1307 floor = top;
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1308
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1309 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1605 { 1310 {
1606 /* We insert above top, so we want this object below this */ 1311 /* We insert above top, so we want this object below this */
1607 top=top->below; 1312 top = top->below;
1608 break; 1313 break;
1609 } 1314 }
1610 last = top; 1315
1611 top = top->above; 1316 last = top;
1612 } 1317 top = top->above;
1318 }
1319
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1320 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1321 top = last;
1615 1322
1616 /* We let update_position deal with figuring out what the space 1323 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1324 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1325 * makes things faster, and effectively the same result.
1619 */ 1326 */
1620 1327
1621 /* Have object 'fall below' other objects that block view. 1328 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1329 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1330 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1331 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1332 * stacking is a bit odd.
1626 */ 1333 */
1627 if (!(flag & INS_ON_TOP) && 1334 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1335 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1629 (op->face && !op->face->visibility)) { 1336 {
1630 for (last=top; last != floor; last=last->below) 1337 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1338 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1339 break;
1632 /* Check to see if we found the object that blocks view, 1340 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1341 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1342 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1343 * set top to the object below us.
1636 */ 1344 */
1637 if (last && last->below && last != floor) top=last->below; 1345 if (last && last->below && last != floor)
1638 } 1346 top = last->below;
1639 } /* If objects on this space */ 1347 }
1348 } /* If objects on this space */
1349
1640 if (flag & INS_MAP_LOAD) 1350 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1351 top = GET_MAP_TOP (op->map, op->x, op->y);
1352
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1353 if (flag & INS_ABOVE_FLOOR_ONLY)
1354 top = floor;
1643 1355
1644 /* Top is the object that our object (op) is going to get inserted above. 1356 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1357 */
1646 1358
1647 /* First object on this space */ 1359 /* First object on this space */
1648 if (!top) { 1360 if (!top)
1361 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1362 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1363
1364 if (op->above)
1365 op->above->below = op;
1366
1651 op->below = NULL; 1367 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1368 op->ms ().bottom = op;
1653 } else { /* get inserted into the stack above top */ 1369 }
1370 else
1371 { /* get inserted into the stack above top */
1654 op->above = top->above; 1372 op->above = top->above;
1655 if (op->above) op->above->below = op; 1373
1374 if (op->above)
1375 op->above->below = op;
1376
1656 op->below = top; 1377 op->below = top;
1657 top->above = op; 1378 top->above = op;
1658 } 1379 }
1380
1659 if (op->above==NULL) 1381 if (op->above == NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1382 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1383 } /* else not INS_BELOW_ORIGINATOR */
1662 1384
1663 if(op->type==PLAYER) 1385 if (op->type == PLAYER)
1664 op->contr->do_los=1; 1386 op->contr->do_los = 1;
1665 1387
1666 /* If we have a floor, we know the player, if any, will be above 1388 /* 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. 1389 * it, so save a few ticks and start from there.
1668 */ 1390 */
1669 if (!(flag & INS_MAP_LOAD)) 1391 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1392 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1393 pl->contr->ns->floorbox_update ();
1672 tmp->contr->socket.update_look=1;
1673 }
1674 1394
1675 /* If this object glows, it may affect lighting conditions that are 1395 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1396 * 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 1397 * 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 1398 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1399 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1400 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1401 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1402 * of effect may be sufficient.
1683 */ 1403 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1404 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1405 update_all_los (op->map, op->x, op->y);
1686 1406
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1407 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1408 update_object (op, UP_OBJ_INSERT);
1690 1409
1691
1692 /* Don't know if moving this to the end will break anything. However, 1410 /* 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. 1411 * we want to have floorbox_update called before calling this.
1694 * 1412 *
1695 * check_move_on() must be after this because code called from 1413 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1414 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1415 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1416 * update_object().
1699 */ 1417 */
1700 1418
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1419 /* 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) { 1420 if (!(flag & INS_NO_WALK_ON) && !op->head)
1421 {
1704 if (check_move_on(op, originator)) 1422 if (check_move_on (op, originator))
1705 return NULL; 1423 return NULL;
1706 1424
1707 /* If we are a multi part object, lets work our way through the check 1425 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1426 * walk on's.
1709 */ 1427 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1428 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1429 if (check_move_on (tmp, originator))
1712 return NULL; 1430 return NULL;
1713 } 1431 }
1432
1714 return op; 1433 return op;
1715} 1434}
1716 1435
1717/* this function inserts an object in the map, but if it 1436/* 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. 1437 * 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. 1438 * op is the object to insert it under: supplies x and the map.
1720 */ 1439 */
1440void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1441replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1442{
1723 object *tmp1; 1443 object *tmp, *tmp1;
1724 1444
1725 /* first search for itself and remove any old instances */ 1445 /* first search for itself and remove any old instances */
1726 1446
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1447 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 */ { 1448 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1449 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1450
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1451 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1452
1736 1453 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1454 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1455 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1456}
1740 1457
1741/* 1458/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1459 * 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 1460 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1461 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1462 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1463 * global static errmsg array.
1747 */ 1464 */
1748 1465
1466object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1467get_split_ob (object *orig_ob, uint32 nr)
1468{
1750 object *newob; 1469 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1470 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1471
1753 if(orig_ob->nrof<nr) { 1472 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 } 1473 {
1474 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1475 return NULL;
1476 }
1477
1758 newob = object_create_clone(orig_ob); 1478 newob = object_create_clone (orig_ob);
1479
1759 if((orig_ob->nrof-=nr)<1) { 1480 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1481 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1482 else if (!is_removed)
1483 {
1765 if(orig_ob->env!=NULL) 1484 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1485 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1486 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1487 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1488 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"); 1489 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1490 return NULL;
1772 } 1491 }
1773 } 1492 }
1493
1774 newob->nrof=nr; 1494 newob->nrof = nr;
1775 1495
1776 return newob; 1496 return newob;
1777} 1497}
1778 1498
1779/* 1499/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1500 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1501 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1502 * is subsequently removed and freed.
1783 * 1503 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1504 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1505 */
1786 1506
1507object *
1787object *decrease_ob_nr (object *op, uint32 i) 1508decrease_ob_nr (object *op, uint32 i)
1788{ 1509{
1789 object *tmp; 1510 object *tmp;
1790 player *pl; 1511 player *pl;
1791 1512
1792 if (i == 0) /* objects with op->nrof require this check */ 1513 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1514 return op;
1794 1515
1795 if (i > op->nrof) 1516 if (i > op->nrof)
1796 i = op->nrof; 1517 i = op->nrof;
1797 1518
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1519 if (QUERY_FLAG (op, FLAG_REMOVED))
1520 op->nrof -= i;
1521 else if (op->env)
1522 {
1523 /* is this object in the players inventory, or sub container
1524 * therein?
1525 */
1526 tmp = op->in_player ();
1527 /* nope. Is this a container the player has opened?
1528 * If so, set tmp to that player.
1529 * IMO, searching through all the players will mostly
1530 * likely be quicker than following op->env to the map,
1531 * and then searching the map for a player.
1532 */
1533 if (!tmp)
1534 {
1535 for (pl = first_player; pl; pl = pl->next)
1536 if (pl->ob->container == op->env)
1537 {
1538 tmp = pl->ob;
1539 break;
1540 }
1541 }
1542
1543 if (i < op->nrof)
1544 {
1545 sub_weight (op->env, op->weight * i);
1546 op->nrof -= i;
1547 if (tmp)
1548 esrv_send_item (tmp, op);
1549 }
1550 else
1551 {
1552 op->remove ();
1553 op->nrof = 0;
1554 if (tmp)
1555 esrv_del_item (tmp->contr, op->count);
1556 }
1799 { 1557 }
1558 else
1559 {
1560 object *above = op->above;
1561
1562 if (i < op->nrof)
1800 op->nrof -= i; 1563 op->nrof -= i;
1801 } 1564 else
1802 else if (op->env != NULL) 1565 {
1803 { 1566 op->remove ();
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i; 1567 op->nrof = 0;
1568 }
1569
1570 /* Since we just removed op, op->above is null */
1571 for (tmp = above; tmp; tmp = tmp->above)
1572 if (tmp->type == PLAYER)
1573 {
1824 if (tmp) { 1574 if (op->nrof)
1825 esrv_send_item(tmp, op); 1575 esrv_send_item (tmp, op);
1826 } 1576 else
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count); 1577 esrv_del_item (tmp->contr, op->count);
1832 } 1578 }
1833 }
1834 }
1835 else
1836 { 1579 }
1837 object *above = op->above;
1838 1580
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) {
1848 if (op->nrof)
1849 esrv_send_item(tmp, op);
1850 else
1851 esrv_del_item(tmp->contr, op->count);
1852 }
1853 }
1854
1855 if (op->nrof) { 1581 if (op->nrof)
1856 return op; 1582 return op;
1857 } else { 1583 else
1858 free_object (op); 1584 {
1585 op->destroy ();
1859 return NULL; 1586 return 0;
1860 } 1587 }
1861} 1588}
1862 1589
1863/* 1590/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1591 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1592 * and also updates how much the environment(s) is/are carrying.
1866 */ 1593 */
1867 1594
1595void
1868void add_weight (object *op, signed long weight) { 1596add_weight (object *op, signed long weight)
1597{
1869 while (op!=NULL) { 1598 while (op != NULL)
1599 {
1870 if (op->type == CONTAINER) { 1600 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1601 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1602
1873 op->carrying+=weight; 1603 op->carrying += weight;
1874 op=op->env; 1604 op = op->env;
1875 } 1605 }
1876} 1606}
1877 1607
1608object *
1609insert_ob_in_ob (object *op, object *where)
1610{
1611 if (!where)
1612 {
1613 char *dump = dump_object (op);
1614 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1615 free (dump);
1616 return op;
1617 }
1618
1619 if (where->head)
1620 {
1621 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1622 where = where->head;
1623 }
1624
1625 return where->insert (op);
1626}
1627
1878/* 1628/*
1879 * insert_ob_in_ob(op,environment): 1629 * env->insert (op)
1880 * This function inserts the object op in the linked list 1630 * This function inserts the object op in the linked list
1881 * inside the object environment. 1631 * inside the object environment.
1882 * 1632 *
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 1633 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1634 * be != op, if items are merged. -Tero
1890 */ 1635 */
1891 1636
1892object *insert_ob_in_ob(object *op,object *where) { 1637object *
1638object::insert (object *op)
1639{
1893 object *tmp, *otmp; 1640 object *tmp, *otmp;
1894 1641
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1642 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1643 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1644
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) { 1645 if (op->more)
1646 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1647 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1648 return op;
1914 } 1649 }
1650
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1651 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1652 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1653 if (op->nrof)
1654 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1655 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1656 if (object::can_merge (tmp, op))
1657 {
1920 /* return the original object and remove inserted object 1658 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1659 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1660 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1661 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1662 * tmp->nrof, we need to increase the weight.
1925 */ 1663 */
1926 add_weight (where, op->weight*op->nrof); 1664 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1665 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1666 op->destroy (); /* free the inserted object */
1929 op = tmp; 1667 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1668 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1669 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1670 break;
1933 } 1671 }
1934 1672
1935 /* I assume combined objects have no inventory 1673 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1674 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1675 * (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 1676 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1677 * the linking below
1940 */ 1678 */
1941 add_weight (where, op->weight*op->nrof); 1679 add_weight (this, op->weight * op->nrof);
1680 }
1942 } else 1681 else
1943 add_weight (where, (op->weight+op->carrying)); 1682 add_weight (this, (op->weight + op->carrying));
1944 1683
1945 otmp=is_player_inv(where); 1684 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1685 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1686 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1687 otmp->update_stats ();
1949 }
1950 1688
1951 op->map=NULL; 1689 op->map = 0;
1952 op->env=where; 1690 op->env = this;
1953 op->above=NULL; 1691 op->above = 0;
1954 op->below=NULL; 1692 op->below = 0;
1955 op->x=0,op->y=0; 1693 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1694
1958 /* reset the light list and los of the players on the map */ 1695 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1696 if ((op->glow_radius != 0) && map)
1960 { 1697 {
1961#ifdef DEBUG_LIGHTS 1698#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1699 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1700#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1701 if (MAP_DARKNESS (map))
1702 update_all_los (map, x, y);
1966 } 1703 }
1967 1704
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1705 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1706 * It sure simplifies this function...
1970 */ 1707 */
1971 if (where->inv==NULL) 1708 if (!inv)
1972 where->inv=op; 1709 inv = op;
1973 else { 1710 else
1711 {
1974 op->below = where->inv; 1712 op->below = inv;
1975 op->below->above = op; 1713 op->below->above = op;
1976 where->inv = op; 1714 inv = op;
1977 } 1715 }
1716
1978 return op; 1717 return op;
1979} 1718}
1980 1719
1981/* 1720/*
1982 * Checks if any objects has a move_type that matches objects 1721 * 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 1736 * 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 1737 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1738 * on top.
2000 */ 1739 */
2001 1740
1741int
2002int check_move_on (object *op, object *originator) 1742check_move_on (object *op, object *originator)
2003{ 1743{
2004 object *tmp; 1744 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1745 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1746 int x = op->x, y = op->y;
1747
2008 MoveType move_on, move_slow, move_block; 1748 MoveType move_on, move_slow, move_block;
2009 1749
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1750 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; 1751 return 0;
1752
1753 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1754 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1755 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1756
1757 /* if nothing on this space will slow op down or be applied,
1758 * no need to do checking below. have to make sure move_type
1759 * is set, as lots of objects don't have it set - we treat that
1760 * as walking.
1761 */
1762 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1763 return 0;
1764
1765 /* This is basically inverse logic of that below - basically,
1766 * if the object can avoid the move on or slow move, they do so,
1767 * but can't do it if the alternate movement they are using is
1768 * blocked. Logic on this seems confusing, but does seem correct.
1769 */
1770 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1771 return 0;
1772
1773 /* The objects have to be checked from top to bottom.
1774 * Hence, we first go to the top:
1775 */
1776
1777 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1778 {
1779 /* Trim the search when we find the first other spell effect
1780 * this helps performance so that if a space has 50 spell objects,
1781 * we don't need to check all of them.
1782 */
1783 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1784 break;
1785 }
1786
1787 for (; tmp; tmp = tmp->below)
1788 {
1789 if (tmp == op)
1790 continue; /* Can't apply yourself */
1791
1792 /* Check to see if one of the movement types should be slowed down.
1793 * Second check makes sure that the movement types not being slowed
1794 * (~slow_move) is not blocked on this space - just because the
1795 * space doesn't slow down swimming (for example), if you can't actually
1796 * swim on that space, can't use it to avoid the penalty.
1797 */
1798 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1799 {
1800 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1801 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1802 {
1803
1804 float
1805 diff = tmp->move_slow_penalty * FABS (op->speed);
1806
1807 if (op->type == PLAYER)
1808 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1809 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1810 diff /= 4.0;
1811
1812 op->speed_left -= diff;
1813 }
1814 }
1815
1816 /* Basically same logic as above, except now for actual apply. */
1817 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1818 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1819 {
1820 move_apply (tmp, op, originator);
1821
1822 if (op->destroyed ())
1823 return 1;
1824
1825 /* what the person/creature stepped onto has moved the object
1826 * someplace new. Don't process any further - if we did,
1827 * have a feeling strange problems would result.
1828 */
1829 if (op->map != m || op->x != x || op->y != y)
1830 return 0;
1831 }
1832 }
1833
1834 return 0;
2091} 1835}
2092 1836
2093/* 1837/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1838 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1839 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1840 * The first matching object is returned, or NULL if none.
2097 */ 1841 */
2098 1842
1843object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1844present_arch (const archetype *at, maptile *m, int x, int y)
1845{
2100 object *tmp; 1846 object *
1847 tmp;
1848
2101 if(m==NULL || out_of_map(m,x,y)) { 1849 if (m == NULL || out_of_map (m, x, y))
1850 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1851 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1852 return NULL;
2104 } 1853 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1854 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1855 if (tmp->arch == at)
2107 return tmp; 1856 return tmp;
2108 return NULL; 1857 return NULL;
2109} 1858}
2110 1859
2111/* 1860/*
2112 * present(type, map, x, y) searches for any objects with 1861 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1862 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
2115 */ 1864 */
2116 1865
1866object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1867present (unsigned char type, maptile *m, int x, int y)
1868{
2118 object *tmp; 1869 object *
1870 tmp;
1871
2119 if(out_of_map(m,x,y)) { 1872 if (out_of_map (m, x, y))
1873 {
2120 LOG(llevError,"Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1875 return NULL;
2122 } 1876 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1877 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 1878 if (tmp->type == type)
2125 return tmp; 1879 return tmp;
2126 return NULL; 1880 return NULL;
2127} 1881}
2128 1882
2129/* 1883/*
2130 * present_in_ob(type, object) searches for any objects with 1884 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1885 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1886 * The first matching object is returned, or NULL if none.
2133 */ 1887 */
2134 1888
1889object *
2135object *present_in_ob(unsigned char type, const object *op) { 1890present_in_ob (unsigned char type, const object *op)
1891{
2136 object *tmp; 1892 object *
1893 tmp;
1894
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1895 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1896 if (tmp->type == type)
2139 return tmp; 1897 return tmp;
2140 return NULL; 1898 return NULL;
2141} 1899}
2142 1900
2143/* 1901/*
2153 * the object name, not the archetype name. this is so that the 1911 * 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 1912 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1913 * to be unique.
2156 */ 1914 */
2157 1915
1916object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1917present_in_ob_by_name (int type, const char *str, const object *op)
1918{
2159 object *tmp; 1919 object *
1920 tmp;
2160 1921
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1922 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1923 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1924 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1925 return tmp;
2164 } 1926 }
2165 return NULL; 1927 return NULL;
2166} 1928}
2167 1929
2168/* 1930/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1931 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1932 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1933 * The first matching object is returned, or NULL if none.
2172 */ 1934 */
2173 1935
1936object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1937present_arch_in_ob (const archetype *at, const object *op)
1938{
2175 object *tmp; 1939 object *
1940 tmp;
1941
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1942 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1943 if (tmp->arch == at)
2178 return tmp; 1944 return tmp;
2179 return NULL; 1945 return NULL;
2180} 1946}
2181 1947
2182/* 1948/*
2183 * activate recursively a flag on an object inventory 1949 * activate recursively a flag on an object inventory
2184 */ 1950 */
1951void
2185void flag_inv(object*op, int flag){ 1952flag_inv (object *op, int flag)
1953{
2186 object *tmp; 1954 object *
1955 tmp;
1956
2187 if(op->inv) 1957 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
2189 SET_FLAG(tmp, flag); 1960 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1961 flag_inv (tmp, flag);
2191 } 1962 }
2192}/* 1963} /*
2193 * desactivate recursively a flag on an object inventory 1964 * desactivate recursively a flag on an object inventory
2194 */ 1965 */
1966void
2195void unflag_inv(object*op, int flag){ 1967unflag_inv (object *op, int flag)
1968{
2196 object *tmp; 1969 object *
1970 tmp;
1971
2197 if(op->inv) 1972 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1973 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1974 {
2199 CLEAR_FLAG(tmp, flag); 1975 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1976 unflag_inv (tmp, flag);
2201 } 1977 }
2202} 1978}
2203 1979
2204/* 1980/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1981 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1982 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1983 * 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. 1984 * him/her-self and all object carried by a call to this function.
2209 */ 1985 */
2210 1986
1987void
2211void set_cheat(object *op) { 1988set_cheat (object *op)
1989{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1990 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1991 flag_inv (op, FLAG_WAS_WIZ);
2214} 1992}
2215 1993
2216/* 1994/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1995 * 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 1996 * 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 2011 * 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 2012 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2013 * customized, changed states, etc.
2236 */ 2014 */
2237 2015
2016int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2017find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2018{
2019 int
2020 i,
2239 int i,index=0, flag; 2021 index = 0, flag;
2022 static int
2240 static int altern[SIZEOFFREE]; 2023 altern[SIZEOFFREE];
2241 2024
2242 for(i=start;i<stop;i++) { 2025 for (i = start; i < stop; i++)
2026 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2027 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2028 if (!flag)
2245 altern[index++]=i; 2029 altern[index++] = i;
2246 2030
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2031 /* 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. 2032 * 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 - 2033 * 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 2034 * 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 2035 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2036 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2037 * won't look 2 spaces south of the target space.
2254 */ 2038 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2039 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2040 stop = maxfree[i];
2257 } 2041 }
2258 if(!index) return -1; 2042
2043 if (!index)
2044 return -1;
2045
2259 return altern[RANDOM()%index]; 2046 return altern[RANDOM () % index];
2260} 2047}
2261 2048
2262/* 2049/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2050 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2051 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2052 * 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. 2053 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2054 */
2268 2055
2056int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2057find_first_free_spot (const object *ob, maptile *m, int x, int y)
2058{
2059 int
2270 int i; 2060 i;
2061
2271 for(i=0;i<SIZEOFFREE;i++) { 2062 for (i = 0; i < SIZEOFFREE; i++)
2063 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2064 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2065 return i;
2274 } 2066 }
2275 return -1; 2067 return -1;
2276} 2068}
2277 2069
2278/* 2070/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2071 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2072 * arr[begin..end-1].
2281 */ 2073 */
2074static void
2282static void permute(int *arr, int begin, int end) 2075permute (int *arr, int begin, int end)
2283{ 2076{
2284 int i, j, tmp, len; 2077 int
2078 i,
2079 j,
2080 tmp,
2081 len;
2285 2082
2286 len = end-begin; 2083 len = end - begin;
2287 for(i = begin; i < end; i++) 2084 for (i = begin; i < end; i++)
2288 { 2085 {
2289 j = begin+RANDOM()%len; 2086 j = begin + RANDOM () % len;
2290 2087
2291 tmp = arr[i]; 2088 tmp = arr[i];
2292 arr[i] = arr[j]; 2089 arr[i] = arr[j];
2293 arr[j] = tmp; 2090 arr[j] = tmp;
2294 } 2091 }
2295} 2092}
2296 2093
2297/* new function to make monster searching more efficient, and effective! 2094/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2095 * 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 2096 * 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 2097 * 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 2098 * 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. 2099 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2100 */
2101void
2304void get_search_arr(int *search_arr) 2102get_search_arr (int *search_arr)
2305{ 2103{
2104 int
2306 int i; 2105 i;
2307 2106
2308 for(i = 0; i < SIZEOFFREE; i++) 2107 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2108 {
2310 search_arr[i] = i; 2109 search_arr[i] = i;
2311 } 2110 }
2312 2111
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2112 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2113 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2114 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2115}
2317 2116
2318/* 2117/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2118 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2119 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2125 * 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 2126 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2127 * there is capable of.
2329 */ 2128 */
2330 2129
2130int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2131find_dir (maptile *m, int x, int y, object *exclude)
2132{
2133 int
2134 i,
2332 int i,max=SIZEOFFREE, mflags; 2135 max = SIZEOFFREE, mflags;
2136
2333 sint16 nx, ny; 2137 sint16 nx, ny;
2334 object *tmp; 2138 object *
2335 mapstruct *mp; 2139 tmp;
2140 maptile *
2141 mp;
2142
2336 MoveType blocked, move_type; 2143 MoveType blocked, move_type;
2337 2144
2338 if (exclude && exclude->head) { 2145 if (exclude && exclude->head)
2146 {
2339 exclude = exclude->head; 2147 exclude = exclude->head;
2340 move_type = exclude->move_type; 2148 move_type = exclude->move_type;
2341 } else { 2149 }
2150 else
2151 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2152 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2153 move_type = MOVE_ALL;
2154 }
2155
2156 for (i = 1; i < max; i++)
2344 } 2157 {
2345 2158 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2159 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2160 ny = y + freearr_y[i];
2350 2161
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2162 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2163
2352 if (mflags & P_OUT_OF_MAP) { 2164 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2165 max = maxfree[i];
2354 } else { 2166 else
2167 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2168 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2169
2357 if ((move_type & blocked) == move_type) { 2170 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2171 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2172 else if (mflags & P_IS_ALIVE)
2173 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2174 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2175 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2176 break;
2363 break; 2177
2364 } 2178 if (tmp)
2365 }
2366 if(tmp) {
2367 return freedir[i]; 2179 return freedir[i];
2368 } 2180 }
2181 }
2369 } 2182 }
2370 } 2183
2371 }
2372 return 0; 2184 return 0;
2373} 2185}
2374 2186
2375/* 2187/*
2376 * distance(object 1, object 2) will return the square of the 2188 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2189 * distance between the two given objects.
2378 */ 2190 */
2379 2191
2192int
2380int distance(const object *ob1, const object *ob2) { 2193distance (const object *ob1, const object *ob2)
2194{
2381 int i; 2195 int i;
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2196
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2197 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2198 return i;
2385} 2199}
2386 2200
2387/* 2201/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2202 * 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 2203 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2204 * object, needs to travel toward it.
2391 */ 2205 */
2392 2206
2207int
2393int find_dir_2(int x, int y) { 2208find_dir_2 (int x, int y)
2209{
2394 int q; 2210 int q;
2395 2211
2396 if(y) 2212 if (y)
2397 q=x*100/y; 2213 q = x * 100 / y;
2398 else if (x) 2214 else if (x)
2399 q= -300*x; 2215 q = -300 * x;
2400 else 2216 else
2401 return 0; 2217 return 0;
2402 2218
2403 if(y>0) { 2219 if (y > 0)
2220 {
2404 if(q < -242) 2221 if (q < -242)
2405 return 3 ; 2222 return 3;
2406 if (q < -41) 2223 if (q < -41)
2407 return 2 ; 2224 return 2;
2408 if (q < 41) 2225 if (q < 41)
2409 return 1 ; 2226 return 1;
2410 if (q < 242) 2227 if (q < 242)
2411 return 8 ; 2228 return 8;
2412 return 7 ; 2229 return 7;
2413 } 2230 }
2414 2231
2415 if (q < -242) 2232 if (q < -242)
2416 return 7 ; 2233 return 7;
2417 if (q < -41) 2234 if (q < -41)
2418 return 6 ; 2235 return 6;
2419 if (q < 41) 2236 if (q < 41)
2420 return 5 ; 2237 return 5;
2421 if (q < 242) 2238 if (q < 242)
2422 return 4 ; 2239 return 4;
2423 2240
2424 return 3 ; 2241 return 3;
2425} 2242}
2426 2243
2427/* 2244/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2245 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2246 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2247 * "overflow" in previous calculations of a direction).
2431 */ 2248 */
2432 2249
2250int
2433int absdir(int d) { 2251absdir (int d)
2434 while(d<1) d+=8; 2252{
2435 while(d>8) d-=8; 2253 while (d < 1)
2254 d += 8;
2255 while (d > 8)
2256 d -= 8;
2436 return d; 2257 return d;
2437} 2258}
2438 2259
2439/* 2260/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2261 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2262 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2263 */
2443 2264
2265int
2444int dirdiff(int dir1, int dir2) { 2266dirdiff (int dir1, int dir2)
2267{
2445 int d; 2268 int
2269 d;
2270
2446 d = abs(dir1 - dir2); 2271 d = abs (dir1 - dir2);
2447 if(d>4) 2272 if (d > 4)
2448 d = 8 - d; 2273 d = 8 - d;
2449 return d; 2274 return d;
2450} 2275}
2451 2276
2452/* peterm: 2277/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2282 * 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 2283 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2284 * functions.
2460 */ 2285 */
2461 2286
2287int
2462int reduction_dir[SIZEOFFREE][3] = { 2288 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2289 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2290 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2291 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2292 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2293 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2294 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2295 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2296 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2297 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2298 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2299 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2300 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2301 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2302 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2303 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2304 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2305 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2306 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2307 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2308 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2309 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2310 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2311 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2312 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2313 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2314 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2315 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2316 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2317 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2318 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2319 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2320 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2321 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2322 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2323 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2324 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2325 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2326 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2327 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2328 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2329 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2330 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2331 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2332 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2333 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2334 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2335 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2336 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2337 {24, 9, -1}
2338}; /* 48 */
2512 2339
2513/* Recursive routine to step back and see if we can 2340/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2341 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2342 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2343 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2344 * Modified to be map tile aware -.MSW
2518 */ 2345 */
2519 2346int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2347can_see_monsterP (maptile *m, int x, int y, int dir)
2348{
2522 sint16 dx, dy; 2349 sint16 dx, dy;
2523 int mflags; 2350 int mflags;
2524 2351
2352 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2353 return 0; /* exit condition: invalid direction */
2526 2354
2527 dx = x + freearr_x[dir]; 2355 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2356 dy = y + freearr_y[dir];
2529 2357
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2358 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2359
2532 /* This functional arguably was incorrect before - it was 2360 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2361 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2362 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2363 * 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 2364 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2365 * at least its move type.
2538 */ 2366 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2367 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2368 return 0;
2540 2369
2541 /* yes, can see. */ 2370 /* yes, can see. */
2542 if(dir < 9) return 1; 2371 if (dir < 9)
2372 return 1;
2373
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2374 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2376 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2377}
2547 2378
2548
2549
2550/* 2379/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2380 * 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 2381 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2382 * picked up, otherwise 0.
2554 * 2383 *
2556 * core dumps if they do. 2385 * core dumps if they do.
2557 * 2386 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2387 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2388 */
2560 2389
2390int
2561int can_pick(const object *who, const object *item) { 2391can_pick (const object *who, const object *item)
2392{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2393 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2394 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2395 !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} 2396}
2567
2568 2397
2569/* 2398/*
2570 * create clone from object to another 2399 * create clone from object to another
2571 */ 2400 */
2401object *
2572object *object_create_clone (object *asrc) { 2402object_create_clone (object *asrc)
2403{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2404 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2405
2575 if(!asrc) return NULL; 2406 if (!asrc)
2407 return 0;
2408
2576 src = asrc; 2409 src = asrc;
2577 if(src->head) 2410 if (src->head)
2578 src = src->head; 2411 src = src->head;
2579 2412
2580 prev = NULL; 2413 prev = 0;
2581 for(part = src; part; part = part->more) { 2414 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2415 {
2583 copy_object(part,tmp); 2416 tmp = part->clone ();
2584 tmp->x -= src->x; 2417 tmp->x -= src->x;
2585 tmp->y -= src->y; 2418 tmp->y -= src->y;
2419
2586 if(!part->head) { 2420 if (!part->head)
2421 {
2587 dst = tmp; 2422 dst = tmp;
2588 tmp->head = NULL; 2423 tmp->head = 0;
2424 }
2589 } else { 2425 else
2590 tmp->head = dst; 2426 tmp->head = dst;
2591 } 2427
2592 tmp->more = NULL; 2428 tmp->more = 0;
2429
2593 if(prev) 2430 if (prev)
2594 prev->more = tmp; 2431 prev->more = tmp;
2432
2595 prev = tmp; 2433 prev = tmp;
2596 } 2434 }
2597 /*** copy inventory ***/ 2435
2598 for(item = src->inv; item; item = item->below) { 2436 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2437 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2438
2602 return dst; 2439 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} 2440}
2612 2441
2613/* GROS - Creates an object using a string representing its content. */ 2442/* 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 */ 2443/* 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, */ 2444/* 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. */ 2445/* 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. */ 2446/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2447/* Also remember that multiparts objects are not supported for now. */
2619 2448
2449object *
2620object* load_object_str(const char *obstr) 2450load_object_str (const char *obstr)
2621{ 2451{
2622 object *op; 2452 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2453 char filename[MAX_BUF];
2454
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2455 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2456
2626 tempfile=fopen(filename,"w"); 2457 FILE *tempfile = fopen (filename, "w");
2458
2627 if (tempfile == NULL) 2459 if (tempfile == NULL)
2628 { 2460 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2461 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2462 return NULL;
2631 }; 2463 }
2464
2632 fprintf(tempfile,obstr); 2465 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2466 fclose (tempfile);
2634 2467
2635 op=get_object(); 2468 op = object::create ();
2636 2469
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); 2470 object_thawer thawer (filename);
2471
2472 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2473 load_object (thawer, op, 0);
2474
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2475 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2476 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2477
2648 return op; 2478 return op;
2649} 2479}
2650 2480
2651/* This returns the first object in who's inventory that 2481/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2482 * has the same type and subtype match.
2653 * returns NULL if no match. 2483 * returns NULL if no match.
2654 */ 2484 */
2485object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2486find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2487{
2657 object *tmp; 2488 object *tmp;
2658 2489
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2490 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2491 if (tmp->type == type && tmp->subtype == subtype)
2492 return tmp;
2661 2493
2662 return NULL; 2494 return NULL;
2663} 2495}
2664 2496
2665/* If ob has a field named key, return the link from the list, 2497/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2498 * otherwise return NULL.
2667 * 2499 *
2668 * key must be a passed in shared string - otherwise, this won't 2500 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2501 * do the desired thing.
2670 */ 2502 */
2503key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2504get_ob_key_link (const object *ob, const char *key)
2505{
2672 key_value * link; 2506 key_value *link;
2673 2507
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2508 for (link = ob->key_values; link != NULL; link = link->next)
2675 if (link->key == key) { 2509 if (link->key == key)
2676 return link; 2510 return link;
2677 } 2511
2678 }
2679
2680 return NULL; 2512 return NULL;
2681} 2513}
2682 2514
2683/* 2515/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2516 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2517 *
2686 * The argument doesn't need to be a shared string. 2518 * The argument doesn't need to be a shared string.
2687 * 2519 *
2688 * The returned string is shared. 2520 * The returned string is shared.
2689 */ 2521 */
2522const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2523get_ob_key_value (const object *op, const char *const key)
2524{
2691 key_value * link; 2525 key_value *link;
2692 const char * canonical_key; 2526 shstr_cmp canonical_key (key);
2527
2528 if (!canonical_key)
2693 2529 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2530 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2531 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2532 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2533 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2534 */
2702 return NULL; 2535 return 0;
2703 } 2536 }
2704 2537
2705 /* This is copied from get_ob_key_link() above - 2538 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2539 * only 4 lines, and saves the function call overhead.
2707 */ 2540 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2541 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2542 if (link->key == canonical_key)
2710 return link->value; 2543 return link->value;
2711 } 2544
2712 } 2545 return 0;
2713 return NULL;
2714} 2546}
2715 2547
2716 2548
2717/* 2549/*
2718 * Updates the canonical_key in op to value. 2550 * 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 2554 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2555 * keys.
2724 * 2556 *
2725 * Returns TRUE on success. 2557 * Returns TRUE on success.
2726 */ 2558 */
2559int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2560set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2561{
2562 key_value *
2728 key_value * field = NULL, *last=NULL; 2563 field = NULL, *last = NULL;
2729 2564
2730 for (field=op->key_values; field != NULL; field=field->next) { 2565 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2566 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2567 if (field->key != canonical_key)
2737 if (value) 2568 {
2738 field->value = add_string(value); 2569 last = field;
2739 else { 2570 continue;
2571 }
2572
2573 if (value)
2574 field->value = value;
2575 else
2576 {
2740 /* Basically, if the archetype has this key set, 2577 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2578 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2579 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2580 * we get this value back again.
2744 */ 2581 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2582 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2583 field->value = 0;
2747 else { 2584 else
2748 /* Delete this link */ 2585 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2586 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2587 last->next = field->next;
2751 if (last) last->next = field->next; 2588 else
2752 else op->key_values = field->next; 2589 op->key_values = field->next;
2753 free(field); 2590
2754 } 2591 delete field;
2755 } 2592 }
2593 }
2756 return TRUE; 2594 return TRUE;
2757 } 2595 }
2758 /* IF we get here, key doesn't exist */ 2596 /* IF we get here, key doesn't exist */
2759 2597
2760 /* No field, we'll have to add it. */ 2598 /* No field, we'll have to add it. */
2599
2600 if (!add_key)
2761 2601 {
2762 if (!add_key) {
2763 return FALSE; 2602 return FALSE;
2764 } 2603 }
2765 /* There isn't any good reason to store a null 2604 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2605 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2606 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2607 * be here. If user wants to store empty strings,
2769 * should pass in "" 2608 * should pass in ""
2770 */ 2609 */
2771 if (value == NULL) return TRUE; 2610 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; 2611 return TRUE;
2612
2613 field = new key_value;
2614
2615 field->key = canonical_key;
2616 field->value = value;
2617 /* Usual prepend-addition. */
2618 field->next = op->key_values;
2619 op->key_values = field;
2620
2621 return TRUE;
2782} 2622}
2783 2623
2784/* 2624/*
2785 * Updates the key in op to value. 2625 * Updates the key in op to value.
2786 * 2626 *
2788 * and not add new ones. 2628 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2629 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2630 *
2791 * Returns TRUE on success. 2631 * Returns TRUE on success.
2792 */ 2632 */
2633int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2634set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2635{
2795 int floating_ref = FALSE; 2636 shstr key_ (key);
2796 int ret; 2637
2638 return set_ob_key_value_s (op, key_, value, add_key);
2639}
2640
2641object::depth_iterator::depth_iterator (object *container)
2642: iterator_base (container)
2643{
2644 while (item->inv)
2645 item = item->inv;
2646}
2647
2648void
2649object::depth_iterator::next ()
2650{
2651 if (item->below)
2797 2652 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2653 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2654
2800 */ 2655 while (item->inv)
2656 item = item->inv;
2801 2657 }
2802 canonical_key = find_string(key); 2658 else
2803 if (canonical_key == NULL) { 2659 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} 2660}
2661
2662// return a suitable string describing an objetc in enough detail to find it
2663const char *
2664object::debug_desc (char *info) const
2665{
2666 char info2[256 * 3];
2667 char *p = info;
2668
2669 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2670 count,
2671 &name,
2672 title ? " " : "",
2673 title ? (const char *)title : "");
2674
2675 if (env)
2676 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2677
2678 if (map)
2679 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2680
2681 return info;
2682}
2683
2684const char *
2685object::debug_desc () const
2686{
2687 static char info[256 * 3];
2688 return debug_desc (info);
2689}
2690

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