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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 1.81 by root, Sat Dec 23 13:56:25 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 } 157 }
91 158
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->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 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);
662 event *evt, *evt2, *evt_new;
663 487
664 op->clear (); 488 if (self || cb)
489 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
665 490
666 /* Decrement the refcounts, but don't bother zeroing the fields; 491 if (is_freed)
667 they'll be overwritten by memcpy. */ 492 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);
678 493
679 /* Basically, same code as from clear_object() */ 494 if (is_removed)
680 for (evt = op->events; evt; evt=evt2) { 495 SET_FLAG (dst, FLAG_REMOVED);
681 evt2 = evt->next;
682 496
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 497 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; 498 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
711 499
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. */ 500 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 501 if (key_values)
735 key_value * tail = NULL; 502 {
503 key_value *tail = 0;
736 key_value * i; 504 key_value *i;
737 505
738 op->key_values = NULL; 506 dst->key_values = 0;
739 507
740 for (i = op2->key_values; i != NULL; i = i->next) { 508 for (i = key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 509 {
510 key_value *new_link = new key_value;
742 511
743 new_link->next = NULL; 512 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 513 new_link->key = i->key;
745 if (i->value) 514 new_link->value = i->value;
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749 515
750 /* Try and be clever here, too. */ 516 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 517 if (!dst->key_values)
752 op->key_values = new_link; 518 {
753 tail = new_link; 519 dst->key_values = new_link;
754 } else { 520 tail = new_link;
755 tail->next = new_link; 521 }
756 tail = new_link; 522 else
523 {
524 tail->next = new_link;
525 tail = new_link;
526 }
527 }
757 } 528 }
758 }
759 }
760 529
761 update_ob_speed(op); 530 update_ob_speed (dst);
762} 531}
763 532
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; 533object *
805 534object::clone ()
806 if(free_objects==NULL) { 535{
807 expand_objects(); 536 object *neu = create ();
808 } 537 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; 538 return neu;
847} 539}
848 540
849/* 541/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 542 * 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 543 * 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. 544 * be called to update the face variable, _and_ how it looks on the map.
853 */ 545 */
854 546
547void
855void update_turn_face(object *op) { 548update_turn_face (object *op)
549{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 550 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 551 return;
858 SET_ANIMATION(op, op->direction); 552 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 553 update_object (op, UP_OBJ_FACE);
860} 554}
861 555
862/* 556/*
863 * Updates the speed of an object. If the speed changes from 0 to another 557 * 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. 558 * 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. 559 * This function needs to be called whenever the speed of an object changes.
866 */ 560 */
867 561void
868void update_ob_speed(object *op) { 562update_ob_speed (object *op)
563{
869 extern int arch_init; 564 extern int arch_init;
870 565
871 /* No reason putting the archetypes objects on the speed list, 566 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 567 * since they never really need to be updated.
873 */ 568 */
874 569
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 570 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
571 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 572 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 573#ifdef MANY_CORES
878 abort(); 574 abort ();
879#else 575#else
880 op->speed = 0; 576 op->speed = 0;
881#endif 577#endif
882 } 578 }
579
883 if (arch_init) { 580 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; 581 return;
890 582
583 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
584 {
585 /* If already on active list, don't do anything */
586 if (op->active_next || op->active_prev || op == active_objects)
587 return;
588
891 /* process_events() expects us to insert the object at the beginning 589 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 590 * of the list. */
893 op->active_next = active_objects; 591 op->active_next = active_objects;
592
894 if (op->active_next!=NULL) 593 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 594 op->active_next->active_prev = op;
595
896 active_objects = op; 596 active_objects = op;
597 }
598 else
897 } 599 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 600 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 601 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 602 return;
902 603
903 if (op->active_prev==NULL) { 604 if (op->active_prev == NULL)
605 {
904 active_objects = op->active_next; 606 active_objects = op->active_next;
607
905 if (op->active_next!=NULL) 608 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 609 op->active_next->active_prev = NULL;
907 } 610 }
908 else { 611 else
612 {
909 op->active_prev->active_next = op->active_next; 613 op->active_prev->active_next = op->active_next;
614
910 if (op->active_next) 615 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 616 op->active_next->active_prev = op->active_prev;
912 } 617 }
618
913 op->active_next = NULL; 619 op->active_next = NULL;
914 op->active_prev = NULL; 620 op->active_prev = NULL;
915 } 621 }
916} 622}
917 623
918/* This function removes object 'op' from the list of active 624/* This function removes object 'op' from the list of active
919 * objects. 625 * objects.
921 * reference maps where you don't want an object that isn't 627 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 628 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 629 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 630 * will do the right thing based on the speed of the object.
925 */ 631 */
632void
926void remove_from_active_list(object *op) 633remove_from_active_list (object *op)
927{ 634{
928 /* If not on the active list, nothing needs to be done */ 635 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 636 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 637 return;
931 638
932 if (op->active_prev==NULL) { 639 if (op->active_prev == NULL)
640 {
933 active_objects = op->active_next; 641 active_objects = op->active_next;
934 if (op->active_next!=NULL) 642 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 643 op->active_next->active_prev = NULL;
644 }
645 else
936 } 646 {
937 else {
938 op->active_prev->active_next = op->active_next; 647 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 648 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 649 op->active_next->active_prev = op->active_prev;
941 } 650 }
942 op->active_next = NULL; 651 op->active_next = NULL;
943 op->active_prev = NULL; 652 op->active_prev = NULL;
944} 653}
945 654
946/* 655/*
947 * update_object() updates the array which represents the map. 656 * update_object() updates the the map.
948 * It takes into account invisible objects (and represent squares covered 657 * It takes into account invisible objects (and represent squares covered
949 * by invisible objects by whatever is below them (unless it's another 658 * by invisible objects by whatever is below them (unless it's another
950 * invisible object, etc...) 659 * invisible object, etc...)
951 * If the object being updated is beneath a player, the look-window 660 * 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 661 * of that player is updated (this might be a suboptimal way of
953 * updating that window, though, since update_object() is called _often_) 662 * updating that window, though, since update_object() is called _often_)
954 * 663 *
955 * action is a hint of what the caller believes need to be done. 664 * 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: 665 * current action are:
961 * UP_OBJ_INSERT: op was inserted 666 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed 667 * UP_OBJ_REMOVE: op was removed
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 668 * 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. 669 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 670 * UP_OBJ_FACE: only the objects face has changed.
966 */ 671 */
967 672void
968void update_object(object *op, int action) { 673update_object (object *op, int action)
969 int update_now=0, flags; 674{
970 MoveType move_on, move_off, move_block, move_slow; 675 MoveType move_on, move_off, move_block, move_slow;
971 676
972 if (op == NULL) { 677 if (op == NULL)
678 {
973 /* this should never happen */ 679 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 680 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 681 return;
976 }
977 682 }
978 if(op->env!=NULL) { 683
684 if (op->env)
685 {
979 /* Animation is currently handled by client, so nothing 686 /* Animation is currently handled by client, so nothing
980 * to do in this case. 687 * to do in this case.
981 */ 688 */
982 return; 689 return;
983 } 690 }
984 691
985 /* If the map is saving, don't do anything as everything is 692 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 693 * going to get freed anyways.
987 */ 694 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 695 if (!op->map || op->map->in_memory == MAP_SAVING)
989 696 return;
697
990 /* make sure the object is within map boundaries */ 698 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 699 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)) { 700 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 701 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 702#ifdef MANY_CORES
995 abort(); 703 abort ();
996#endif 704#endif
997 return; 705 return;
998 }
999 706 }
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 707
708 mapspace &m = op->ms ();
709
710 if (m.flags_ & P_NEED_UPDATE)
711 /* nop */;
1007 if (action == UP_OBJ_INSERT) { 712 else if (action == UP_OBJ_INSERT)
713 {
714 // this is likely overkill, TODO: revisit (schmorp)
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 715 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)) 716 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1012 update_now=1; 717 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1013 718 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
719 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 720 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1015 update_now=1; 721 || (m.move_on | op->move_on ) != m.move_on
1016 722 || (m.move_off | op->move_off ) != m.move_off
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 723 || (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 724 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 725 * to have move_allow right now.
1024 */ 726 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 727 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1026 update_now=1; 728 || 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; 729 m.flags_ = P_NEED_UPDATE;
1028 } 730 }
1029 /* if the object is being removed, we can't make intelligent 731 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 732 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 733 * that is being removed.
1032 */ 734 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 735 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 736 m.flags_ = P_NEED_UPDATE;
1035 } else if (action == UP_OBJ_FACE) { 737 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 738 /* Nothing to do for that case */ ;
1037 }
1038 else { 739 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 740 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 741
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) 742 if (op->more)
1048 update_object(op->more, action); 743 update_object (op->more, action);
1049} 744}
1050 745
746object::vector object::mortals;
747object::vector object::objects; // not yet used
748object *object::first;
749
750void object::free_mortals ()
751{
752 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
753 if ((*i)->refcnt)
754 ++i; // further delay freeing
755 else
756 {
757 delete *i;
758 mortals.erase (i);
759 }
760}
761
762object::object ()
763{
764 SET_FLAG (this, FLAG_REMOVED);
765
766 expmul = 1.0;
767 face = blank_face;
768}
769
770object::~object ()
771{
772 free_key_values (this);
773}
774
775void object::link ()
776{
777 count = ++ob_count;
778 uuid = gen_uuid ();
779
780 prev = 0;
781 next = object::first;
782
783 if (object::first)
784 object::first->prev = this;
785
786 object::first = this;
787}
788
789void object::unlink ()
790{
791 if (this == object::first)
792 object::first = next;
793
794 /* Remove this object from the list of used objects */
795 if (prev) prev->next = next;
796 if (next) next->prev = prev;
797
798 prev = 0;
799 next = 0;
800}
801
802object *object::create ()
803{
804 object *op = new object;
805 op->link ();
806 return op;
807}
1051 808
1052/* 809/*
1053 * free_object() frees everything allocated by an object, removes 810 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 811 * 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. 812 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for 813 * The object must have been removed by remove_ob() first for
1057 * this function to succeed. 814 * this function to succeed.
1058 * 815 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 816 * If destroy_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 817 * inventory to the ground.
1061 */ 818 */
819void object::destroy (bool destroy_inventory)
820{
821 if (QUERY_FLAG (this, FLAG_FREED))
822 return;
1062 823
1063void free_object(object *ob) { 824 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1064 free_object2(ob, 0); 825 remove_friendly_object (this);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 826
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 827 if (!QUERY_FLAG (this, FLAG_REMOVED))
1072 LOG(llevDebug,"Free object called with non removed object\n"); 828 remove ();
1073 dump_object(ob); 829
1074#ifdef MANY_CORES 830 SET_FLAG (this, FLAG_FREED);
1075 abort(); 831
1076#endif 832 if (more)
1077 } 833 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 834 more->destroy (destroy_inventory);
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 835 more = 0;
1080 remove_friendly_object(ob); 836 }
837
838 if (inv)
1081 } 839 {
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 - 840 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 841 * if some form of movement is allowed, let objects
1094 * drop on that space. 842 * drop on that space.
1095 */ 843 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 844 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)) 845 {
1098 { 846 object *op = inv;
1099 op=ob->inv; 847
1100 while(op!=NULL) { 848 while (op)
1101 tmp=op->below; 849 {
1102 remove_ob(op); 850 object *tmp = op->below;
1103 free_object2(op, free_inventory); 851 op->destroy (destroy_inventory);
1104 op=tmp; 852 op = tmp;
853 }
854 }
855 else
856 { /* Put objects in inventory onto this space */
857 object *op = inv;
858
859 while (op)
860 {
861 object *tmp = op->below;
862
863 op->remove ();
864
865 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
866 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
867 op->destroy ();
868 else
869 {
870 op->x = x;
871 op->y = y;
872 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
873 }
874
875 op = tmp;
876 }
877 }
1105 } 878 }
1106 } 879
1107 else { /* Put objects in inventory onto this space */ 880 // hack to ensure that freed objects still have a valid map
1108 op=ob->inv; 881 {
1109 while(op!=NULL) { 882 static maptile *freed_map; // freed objects are moved here to avoid crashes
1110 tmp=op->below; 883
1111 remove_ob(op); 884 if (!freed_map)
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 885 {
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 886 freed_map = new maptile;
1114 free_object(op); 887
1115 else { 888 freed_map->name = "/internal/freed_objects_map";
1116 op->x=ob->x; 889 freed_map->width = 3;
1117 op->y=ob->y; 890 freed_map->height = 3;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 891
1119 } 892 freed_map->allocate ();
1120 op=tmp;
1121 }
1122 }
1123 } 893 }
894
895 map = freed_map;
896 x = 1;
897 y = 1;
898 }
899
900 // clear those pointers that likely might have circular references to us
901 owner = 0;
902 enemy = 0;
903 attacked_by = 0;
904
905 // only relevant for players(?), but make sure of it anyways
906 contr = 0;
907
1124 /* Remove object from the active list */ 908 /* Remove object from the active list */
1125 ob->speed = 0; 909 speed = 0;
1126 update_ob_speed(ob); 910 update_ob_speed (this);
1127 911
1128 SET_FLAG(ob, FLAG_FREED); 912 unlink ();
1129 ob->count = 0;
1130 913
1131 /* Remove this object from the list of used objects */ 914 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} 915}
1216 916
1217/* 917/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 918 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 919 * weight of an object (and what is carried by it's environment(s)).
1220 */ 920 */
1221 921void
1222void sub_weight (object *op, signed long weight) { 922sub_weight (object *op, signed long weight)
923{
1223 while (op != NULL) { 924 while (op != NULL)
925 {
1224 if (op->type == CONTAINER) { 926 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 927 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 928
1227 op->carrying-=weight; 929 op->carrying -= weight;
1228 op = op->env; 930 op = op->env;
1229 } 931 }
1230} 932}
1231 933
1232/* remove_ob(op): 934/* op->remove ():
1233 * This function removes the object op from the linked list of objects 935 * 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 936 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 937 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 938 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 939 * the previous environment.
1238 * Beware: This function is called from the editor as well! 940 * Beware: This function is called from the editor as well!
1239 */ 941 */
1240 942void
1241void remove_ob(object *op) { 943object::remove ()
944{
1242 object *tmp,*last=NULL; 945 object *tmp, *last = 0;
1243 object *otmp; 946 object *otmp;
1244 tag_t tag; 947
1245 int check_walk_off; 948 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 949
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 950 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 951 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 952
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); 953 SET_FLAG (this, FLAG_REMOVED);
1270 954
955 if (more)
956 more->remove ();
957
1271 /* 958 /*
1272 * In this case, the object to be removed is in someones 959 * In this case, the object to be removed is in someones
1273 * inventory. 960 * inventory.
1274 */ 961 */
1275 if(op->env!=NULL) { 962 if (env)
1276 if(op->nrof) 963 {
964 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 965 sub_weight (env, weight * nrof);
1278 else 966 else
1279 sub_weight(op->env, op->weight+op->carrying); 967 sub_weight (env, weight + carrying);
1280 968
1281 /* NO_FIX_PLAYER is set when a great many changes are being 969 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 970 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 971 * to save cpu time.
1284 */ 972 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 973 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 974 otmp->update_stats ();
1287 fix_player(otmp);
1288 975
1289 if(op->above!=NULL) 976 if (above != NULL)
1290 op->above->below=op->below; 977 above->below = below;
1291 else 978 else
1292 op->env->inv=op->below; 979 env->inv = below;
1293 980
1294 if(op->below!=NULL) 981 if (below != NULL)
1295 op->below->above=op->above; 982 below->above = above;
1296 983
1297 /* we set up values so that it could be inserted into 984 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 985 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 986 * to the caller to decide what we want to do.
1300 */ 987 */
1301 op->x=op->env->x,op->y=op->env->y; 988 x = env->x, y = env->y;
1302 op->ox=op->x,op->oy=op->y; 989 map = env->map;
1303 op->map=op->env->map; 990 above = 0, below = 0;
1304 op->above=NULL,op->below=NULL; 991 env = 0;
1305 op->env=NULL; 992 }
1306 return; 993 else if (map)
1307 } 994 {
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 995 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about 996 * lots of logic for things we no longer care about
1332 */ 997 */
1333 998
1334 /* link the object above us */ 999 /* link the object above us */
1335 if (op->above) 1000 if (above)
1336 op->above->below=op->below; 1001 above->below = below;
1337 else 1002 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1003 map->at (x, y).top = below; /* we were top, set new top */
1339 1004
1340 /* Relink the object below us, if there is one */ 1005 /* Relink the object below us, if there is one */
1341 if(op->below) { 1006 if (below)
1342 op->below->above=op->above; 1007 below->above = above;
1343 } else { 1008 else
1009 {
1344 /* Nothing below, which means we need to relink map object for this space 1010 /* 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 1011 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1012 * evident
1347 */ 1013 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1014 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 1015 {
1016 char *dump = dump_object (this);
1017 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); 1018 "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)); 1019 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 1020 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 1021 LOG (llevError, "%s\n", dump);
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1022 free (dump);
1355 } 1023 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1024
1025 map->at (x, y).bottom = above; /* goes on above it. */
1026 }
1027
1028 above = 0;
1029 below = 0;
1030
1359 if (op->map->in_memory == MAP_SAVING) 1031 if (map->in_memory == MAP_SAVING)
1360 return; 1032 return;
1361 1033
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1034 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1035
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1036 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1037 {
1365 /* No point updating the players look faces if he is the object 1038 /* No point updating the players look faces if he is the object
1366 * being removed. 1039 * being removed.
1367 */ 1040 */
1368 1041
1369 if(tmp->type==PLAYER && tmp!=op) { 1042 if (tmp->type == PLAYER && tmp != this)
1043 {
1370 /* If a container that the player is currently using somehow gets 1044 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1045 * removed (most likely destroyed), update the player view
1372 * appropriately. 1046 * appropriately.
1373 */ 1047 */
1374 if (tmp->container==op) { 1048 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1049 {
1376 tmp->container=NULL; 1050 CLEAR_FLAG (this, FLAG_APPLIED);
1377 } 1051 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1052 }
1379 } 1053
1054 tmp->contr->ns->floorbox_update ();
1055 }
1056
1380 /* See if player moving off should effect something */ 1057 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1058 if (check_walk_off
1059 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1060 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1061 {
1062 move_apply (tmp, this, 0);
1383 1063
1384 move_apply(tmp, op, NULL); 1064 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1065 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 " 1066 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1067
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1068 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1069
1393 if(tmp->above == tmp) 1070 if (tmp->above == tmp)
1394 tmp->above = NULL; 1071 tmp->above = 0;
1395 last=tmp; 1072
1396 } 1073 last = tmp;
1074 }
1075
1397 /* last == NULL of there are no objects on this space */ 1076 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1077 if (!last)
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1078 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 1079 else
1408 update_object(last, UP_OBJ_REMOVE); 1080 update_object (last, UP_OBJ_REMOVE);
1409 1081
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1082 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1083 update_all_los (map, x, y);
1412 1084 }
1413} 1085}
1414 1086
1415/* 1087/*
1416 * merge_ob(op,top): 1088 * merge_ob(op,top):
1417 * 1089 *
1418 * This function goes through all objects below and including top, and 1090 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1091 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1092 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1093 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1094 */
1423 1095object *
1424object *merge_ob(object *op, object *top) { 1096merge_ob (object *op, object *top)
1097{
1425 if(!op->nrof) 1098 if (!op->nrof)
1426 return 0; 1099 return 0;
1100
1427 if(top==NULL) 1101 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1102 for (top = op; top != NULL && top->above != NULL; top = top->above);
1103
1429 for(;top!=NULL;top=top->below) { 1104 for (; top != NULL; top = top->below)
1105 {
1430 if(top==op) 1106 if (top == op)
1431 continue; 1107 continue;
1432 if (CAN_MERGE(op,top)) 1108
1433 { 1109 if (object::can_merge (op, top))
1110 {
1434 top->nrof+=op->nrof; 1111 top->nrof += op->nrof;
1112
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1113/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1114 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1115 op->destroy ();
1438 free_object(op);
1439 return top; 1116 return top;
1440 } 1117 }
1441 } 1118 }
1119
1442 return NULL; 1120 return 0;
1443} 1121}
1444 1122
1445/* 1123/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1124 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1125 * job preparing multi-part monsters
1448 */ 1126 */
1127object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1128insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1129{
1450 object* tmp; 1130 object *tmp;
1131
1451 if (op->head) 1132 if (op->head)
1452 op=op->head; 1133 op = op->head;
1134
1453 for (tmp=op;tmp;tmp=tmp->more){ 1135 for (tmp = op; tmp; tmp = tmp->more)
1136 {
1454 tmp->x=x+tmp->arch->clone.x; 1137 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1138 tmp->y = y + tmp->arch->clone.y;
1456 } 1139 }
1140
1457 return insert_ob_in_map (op, m, originator, flag); 1141 return insert_ob_in_map (op, m, originator, flag);
1458} 1142}
1459 1143
1460/* 1144/*
1461 * insert_ob_in_map (op, map, originator, flag): 1145 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1146 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1160 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1161 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1162 * just 'op' otherwise
1479 */ 1163 */
1480 1164
1165object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1166insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1167{
1483 object *tmp, *top, *floor=NULL; 1168 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1169 sint16 x, y;
1485 1170
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1171 if (QUERY_FLAG (op, FLAG_FREED))
1172 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1173 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1174 return NULL;
1175 }
1176
1177 if (m == NULL)
1489 } 1178 {
1490 if(m==NULL) { 1179 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1180 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1181 free (dump);
1182 return op;
1494 } 1183 }
1184
1495 if(out_of_map(m,op->x,op->y)) { 1185 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1186 {
1187 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1188 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1189#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1190 /* 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 1191 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1192 * improperly inserted.
1502 */ 1193 */
1503 abort(); 1194 abort ();
1504#endif 1195#endif
1505 return op; 1196 free (dump);
1197 return op;
1506 } 1198 }
1199
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1200 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1201 {
1202 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1203 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1204 free (dump);
1205 return op;
1511 } 1206 }
1207
1512 if(op->more!=NULL) { 1208 if (op->more != NULL)
1209 {
1513 /* The part may be on a different map. */ 1210 /* The part may be on a different map. */
1514 1211
1515 object *more = op->more; 1212 object *more = op->more;
1516 1213
1517 /* We really need the caller to normalize coordinates - if 1214 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1215 * 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 1216 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1217 * is clear wrong do we normalize it.
1521 */ 1218 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1219 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); 1220 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1221 else if (!more->map)
1222 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1223 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1224 * more->map should always point to the parent.
1530 */ 1225 */
1531 more->map = m; 1226 more->map = m;
1532 } 1227 }
1533 1228
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1229 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1230 {
1535 if ( ! op->head) 1231 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1232 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1233
1537 return NULL; 1234 return NULL;
1538 } 1235 }
1539 } 1236 }
1237
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1238 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1239
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 1240 /* 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 1241 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1242 * need extra work
1549 */ 1243 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1244 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1245 x = op->x;
1552 y = op->y; 1246 y = op->y;
1553 1247
1554 /* this has to be done after we translate the coordinates. 1248 /* this has to be done after we translate the coordinates.
1555 */ 1249 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1250 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1251 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1252 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1253 {
1560 remove_ob(tmp); 1254 op->nrof += tmp->nrof;
1561 free_object(tmp); 1255 tmp->destroy ();
1562 } 1256 }
1563 }
1564 1257
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1258 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1259 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1260
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1261 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1262 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1263
1570 if (flag & INS_BELOW_ORIGINATOR) { 1264 if (flag & INS_BELOW_ORIGINATOR)
1265 {
1571 if (originator->map != op->map || originator->x != op->x || 1266 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1267 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1268 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1269 abort ();
1575 } 1270 }
1271
1576 op->above = originator; 1272 op->above = originator;
1577 op->below = originator->below; 1273 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1274
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1275 if (op->below)
1276 op->below->above = op;
1277 else
1278 op->ms ().bottom = op;
1279
1580 /* since *below* originator, no need to update top */ 1280 /* since *below* originator, no need to update top */
1581 originator->below = op; 1281 originator->below = op;
1582 } else { 1282 }
1283 else
1284 {
1583 /* If there are other objects, then */ 1285 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1286 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1287 {
1585 object *last=NULL; 1288 object *last = NULL;
1586 /* 1289
1290 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1291 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1292 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1293 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1294 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1295 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1296 * 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 1297 * 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 1298 * 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 1299 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1300 * that flying non pickable objects are spell objects.
1597 */ 1301 */
1598 1302
1599 while (top != NULL) { 1303 while (top != NULL)
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1304 {
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1305 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1602 if (QUERY_FLAG(top, FLAG_NO_PICK) 1306 floor = top;
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1307
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1308 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1605 { 1309 {
1606 /* We insert above top, so we want this object below this */ 1310 /* We insert above top, so we want this object below this */
1607 top=top->below; 1311 top = top->below;
1608 break; 1312 break;
1609 } 1313 }
1610 last = top; 1314
1611 top = top->above; 1315 last = top;
1612 } 1316 top = top->above;
1317 }
1318
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1319 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1320 top = last;
1615 1321
1616 /* We let update_position deal with figuring out what the space 1322 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1323 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1324 * makes things faster, and effectively the same result.
1619 */ 1325 */
1620 1326
1621 /* Have object 'fall below' other objects that block view. 1327 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1328 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1329 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1330 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1331 * stacking is a bit odd.
1626 */ 1332 */
1627 if (!(flag & INS_ON_TOP) && 1333 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1334 (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)) { 1335 {
1630 for (last=top; last != floor; last=last->below) 1336 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1337 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1338 break;
1632 /* Check to see if we found the object that blocks view, 1339 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1340 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1341 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1342 * set top to the object below us.
1636 */ 1343 */
1637 if (last && last->below && last != floor) top=last->below; 1344 if (last && last->below && last != floor)
1638 } 1345 top = last->below;
1639 } /* If objects on this space */ 1346 }
1347 } /* If objects on this space */
1348
1640 if (flag & INS_MAP_LOAD) 1349 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1350 top = GET_MAP_TOP (op->map, op->x, op->y);
1351
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1352 if (flag & INS_ABOVE_FLOOR_ONLY)
1353 top = floor;
1643 1354
1644 /* Top is the object that our object (op) is going to get inserted above. 1355 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1356 */
1646 1357
1647 /* First object on this space */ 1358 /* First object on this space */
1648 if (!top) { 1359 if (!top)
1360 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1361 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1362
1363 if (op->above)
1364 op->above->below = op;
1365
1651 op->below = NULL; 1366 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1367 op->ms ().bottom = op;
1653 } else { /* get inserted into the stack above top */ 1368 }
1369 else
1370 { /* get inserted into the stack above top */
1654 op->above = top->above; 1371 op->above = top->above;
1655 if (op->above) op->above->below = op; 1372
1373 if (op->above)
1374 op->above->below = op;
1375
1656 op->below = top; 1376 op->below = top;
1657 top->above = op; 1377 top->above = op;
1658 } 1378 }
1379
1659 if (op->above==NULL) 1380 if (op->above == NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1381 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1382 } /* else not INS_BELOW_ORIGINATOR */
1662 1383
1663 if(op->type==PLAYER) 1384 if (op->type == PLAYER)
1664 op->contr->do_los=1; 1385 op->contr->do_los = 1;
1665 1386
1666 /* If we have a floor, we know the player, if any, will be above 1387 /* 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. 1388 * it, so save a few ticks and start from there.
1668 */ 1389 */
1669 if (!(flag & INS_MAP_LOAD)) 1390 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1391 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1392 pl->contr->ns->floorbox_update ();
1672 tmp->contr->socket.update_look=1;
1673 }
1674 1393
1675 /* If this object glows, it may affect lighting conditions that are 1394 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1395 * 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 1396 * 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 1397 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1398 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1399 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1400 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1401 * of effect may be sufficient.
1683 */ 1402 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1403 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1404 update_all_los (op->map, op->x, op->y);
1686 1405
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1406 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1407 update_object (op, UP_OBJ_INSERT);
1690 1408
1691
1692 /* Don't know if moving this to the end will break anything. However, 1409 /* 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. 1410 * we want to have floorbox_update called before calling this.
1694 * 1411 *
1695 * check_move_on() must be after this because code called from 1412 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1413 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1414 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1415 * update_object().
1699 */ 1416 */
1700 1417
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1418 /* 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) { 1419 if (!(flag & INS_NO_WALK_ON) && !op->head)
1420 {
1704 if (check_move_on(op, originator)) 1421 if (check_move_on (op, originator))
1705 return NULL; 1422 return NULL;
1706 1423
1707 /* If we are a multi part object, lets work our way through the check 1424 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1425 * walk on's.
1709 */ 1426 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1427 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1428 if (check_move_on (tmp, originator))
1712 return NULL; 1429 return NULL;
1713 } 1430 }
1431
1714 return op; 1432 return op;
1715} 1433}
1716 1434
1717/* this function inserts an object in the map, but if it 1435/* 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. 1436 * 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. 1437 * op is the object to insert it under: supplies x and the map.
1720 */ 1438 */
1439void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1440replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1441{
1723 object *tmp1; 1442 object *tmp, *tmp1;
1724 1443
1725 /* first search for itself and remove any old instances */ 1444 /* first search for itself and remove any old instances */
1726 1445
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1446 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 */ { 1447 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1448 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1449
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1450 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1451
1736 1452 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1453 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1454 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1455}
1740 1456
1741/* 1457/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1458 * 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 1459 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1460 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1461 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1462 * global static errmsg array.
1747 */ 1463 */
1748 1464
1465object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1466get_split_ob (object *orig_ob, uint32 nr)
1467{
1750 object *newob; 1468 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1469 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1470
1753 if(orig_ob->nrof<nr) { 1471 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 } 1472 {
1473 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1474 return NULL;
1475 }
1476
1758 newob = object_create_clone(orig_ob); 1477 newob = object_create_clone (orig_ob);
1478
1759 if((orig_ob->nrof-=nr)<1) { 1479 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1480 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1481 else if (!is_removed)
1482 {
1765 if(orig_ob->env!=NULL) 1483 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1484 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1485 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1486 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1487 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"); 1488 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1489 return NULL;
1772 } 1490 }
1773 } 1491 }
1492
1774 newob->nrof=nr; 1493 newob->nrof = nr;
1775 1494
1776 return newob; 1495 return newob;
1777} 1496}
1778 1497
1779/* 1498/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1499 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1500 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1501 * is subsequently removed and freed.
1783 * 1502 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1503 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1504 */
1786 1505
1506object *
1787object *decrease_ob_nr (object *op, uint32 i) 1507decrease_ob_nr (object *op, uint32 i)
1788{ 1508{
1789 object *tmp; 1509 object *tmp;
1790 player *pl;
1791 1510
1792 if (i == 0) /* objects with op->nrof require this check */ 1511 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1512 return op;
1794 1513
1795 if (i > op->nrof) 1514 if (i > op->nrof)
1796 i = op->nrof; 1515 i = op->nrof;
1797 1516
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1517 if (QUERY_FLAG (op, FLAG_REMOVED))
1518 op->nrof -= i;
1519 else if (op->env)
1520 {
1521 /* is this object in the players inventory, or sub container
1522 * therein?
1523 */
1524 tmp = op->in_player ();
1525 /* nope. Is this a container the player has opened?
1526 * If so, set tmp to that player.
1527 * IMO, searching through all the players will mostly
1528 * likely be quicker than following op->env to the map,
1529 * and then searching the map for a player.
1530 */
1531 if (!tmp)
1532 for_all_players (pl)
1533 if (pl->ob->container == op->env)
1534 {
1535 tmp = pl->ob;
1536 break;
1537 }
1538
1539 if (i < op->nrof)
1540 {
1541 sub_weight (op->env, op->weight * i);
1542 op->nrof -= i;
1543 if (tmp)
1544 esrv_send_item (tmp, op);
1545 }
1546 else
1547 {
1548 op->remove ();
1549 op->nrof = 0;
1550 if (tmp)
1551 esrv_del_item (tmp->contr, op->count);
1552 }
1799 { 1553 }
1554 else
1555 {
1556 object *above = op->above;
1557
1558 if (i < op->nrof)
1800 op->nrof -= i; 1559 op->nrof -= i;
1801 }
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else { 1560 else
1561 {
1828 remove_ob (op); 1562 op->remove ();
1829 op->nrof = 0; 1563 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 }
1833 } 1564 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1565
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 */ 1566 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1567 for (tmp = above; tmp; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1568 if (tmp->type == PLAYER)
1569 {
1848 if (op->nrof) 1570 if (op->nrof)
1849 esrv_send_item(tmp, op); 1571 esrv_send_item (tmp, op);
1850 else 1572 else
1851 esrv_del_item(tmp->contr, op->count); 1573 esrv_del_item (tmp->contr, op->count);
1852 } 1574 }
1853 } 1575 }
1854 1576
1855 if (op->nrof) { 1577 if (op->nrof)
1856 return op; 1578 return op;
1857 } else { 1579 else
1858 free_object (op); 1580 {
1581 op->destroy ();
1859 return NULL; 1582 return 0;
1860 } 1583 }
1861} 1584}
1862 1585
1863/* 1586/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1587 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1588 * and also updates how much the environment(s) is/are carrying.
1866 */ 1589 */
1867 1590
1591void
1868void add_weight (object *op, signed long weight) { 1592add_weight (object *op, signed long weight)
1593{
1869 while (op!=NULL) { 1594 while (op != NULL)
1595 {
1870 if (op->type == CONTAINER) { 1596 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1597 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1598
1873 op->carrying+=weight; 1599 op->carrying += weight;
1874 op=op->env; 1600 op = op->env;
1875 } 1601 }
1876} 1602}
1877 1603
1604object *
1605insert_ob_in_ob (object *op, object *where)
1606{
1607 if (!where)
1608 {
1609 char *dump = dump_object (op);
1610 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1611 free (dump);
1612 return op;
1613 }
1614
1615 if (where->head)
1616 {
1617 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1618 where = where->head;
1619 }
1620
1621 return where->insert (op);
1622}
1623
1878/* 1624/*
1879 * insert_ob_in_ob(op,environment): 1625 * env->insert (op)
1880 * This function inserts the object op in the linked list 1626 * This function inserts the object op in the linked list
1881 * inside the object environment. 1627 * inside the object environment.
1882 * 1628 *
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 1629 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1630 * be != op, if items are merged. -Tero
1890 */ 1631 */
1891 1632
1892object *insert_ob_in_ob(object *op,object *where) { 1633object *
1634object::insert (object *op)
1635{
1893 object *tmp, *otmp; 1636 object *tmp, *otmp;
1894 1637
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1638 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1639 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1640
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) { 1641 if (op->more)
1642 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1643 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1644 return op;
1914 } 1645 }
1646
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1647 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1648 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1649 if (op->nrof)
1650 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1651 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1652 if (object::can_merge (tmp, op))
1653 {
1920 /* return the original object and remove inserted object 1654 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1655 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1656 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1657 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1658 * tmp->nrof, we need to increase the weight.
1925 */ 1659 */
1926 add_weight (where, op->weight*op->nrof); 1660 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1661 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1662 op->destroy (); /* free the inserted object */
1929 op = tmp; 1663 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1664 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1665 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1666 break;
1933 } 1667 }
1934 1668
1935 /* I assume combined objects have no inventory 1669 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1670 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1671 * (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 1672 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1673 * the linking below
1940 */ 1674 */
1941 add_weight (where, op->weight*op->nrof); 1675 add_weight (this, op->weight * op->nrof);
1676 }
1942 } else 1677 else
1943 add_weight (where, (op->weight+op->carrying)); 1678 add_weight (this, (op->weight + op->carrying));
1944 1679
1945 otmp=is_player_inv(where); 1680 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1681 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1682 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1683 otmp->update_stats ();
1949 }
1950 1684
1951 op->map=NULL; 1685 op->map = 0;
1952 op->env=where; 1686 op->env = this;
1953 op->above=NULL; 1687 op->above = 0;
1954 op->below=NULL; 1688 op->below = 0;
1955 op->x=0,op->y=0; 1689 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1690
1958 /* reset the light list and los of the players on the map */ 1691 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1692 if ((op->glow_radius != 0) && map)
1960 { 1693 {
1961#ifdef DEBUG_LIGHTS 1694#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1695 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1696#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1697 if (MAP_DARKNESS (map))
1698 update_all_los (map, x, y);
1966 } 1699 }
1967 1700
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1701 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1702 * It sure simplifies this function...
1970 */ 1703 */
1971 if (where->inv==NULL) 1704 if (!inv)
1972 where->inv=op; 1705 inv = op;
1973 else { 1706 else
1707 {
1974 op->below = where->inv; 1708 op->below = inv;
1975 op->below->above = op; 1709 op->below->above = op;
1976 where->inv = op; 1710 inv = op;
1977 } 1711 }
1712
1978 return op; 1713 return op;
1979} 1714}
1980 1715
1981/* 1716/*
1982 * Checks if any objects has a move_type that matches objects 1717 * 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 1732 * 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 1733 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1734 * on top.
2000 */ 1735 */
2001 1736
1737int
2002int check_move_on (object *op, object *originator) 1738check_move_on (object *op, object *originator)
2003{ 1739{
2004 object *tmp; 1740 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1741 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1742 int x = op->x, y = op->y;
1743
2008 MoveType move_on, move_slow, move_block; 1744 MoveType move_on, move_slow, move_block;
2009 1745
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1746 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; 1747 return 0;
1748
1749 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1750 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1751 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1752
1753 /* if nothing on this space will slow op down or be applied,
1754 * no need to do checking below. have to make sure move_type
1755 * is set, as lots of objects don't have it set - we treat that
1756 * as walking.
1757 */
1758 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1759 return 0;
1760
1761 /* This is basically inverse logic of that below - basically,
1762 * if the object can avoid the move on or slow move, they do so,
1763 * but can't do it if the alternate movement they are using is
1764 * blocked. Logic on this seems confusing, but does seem correct.
1765 */
1766 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1767 return 0;
1768
1769 /* The objects have to be checked from top to bottom.
1770 * Hence, we first go to the top:
1771 */
1772
1773 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1774 {
1775 /* Trim the search when we find the first other spell effect
1776 * this helps performance so that if a space has 50 spell objects,
1777 * we don't need to check all of them.
1778 */
1779 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1780 break;
1781 }
1782
1783 for (; tmp; tmp = tmp->below)
1784 {
1785 if (tmp == op)
1786 continue; /* Can't apply yourself */
1787
1788 /* Check to see if one of the movement types should be slowed down.
1789 * Second check makes sure that the movement types not being slowed
1790 * (~slow_move) is not blocked on this space - just because the
1791 * space doesn't slow down swimming (for example), if you can't actually
1792 * swim on that space, can't use it to avoid the penalty.
1793 */
1794 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1795 {
1796 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1797 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1798 {
1799
1800 float
1801 diff = tmp->move_slow_penalty * FABS (op->speed);
1802
1803 if (op->type == PLAYER)
1804 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1805 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1806 diff /= 4.0;
1807
1808 op->speed_left -= diff;
1809 }
1810 }
1811
1812 /* Basically same logic as above, except now for actual apply. */
1813 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1814 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1815 {
1816 move_apply (tmp, op, originator);
1817
1818 if (op->destroyed ())
1819 return 1;
1820
1821 /* what the person/creature stepped onto has moved the object
1822 * someplace new. Don't process any further - if we did,
1823 * have a feeling strange problems would result.
1824 */
1825 if (op->map != m || op->x != x || op->y != y)
1826 return 0;
1827 }
1828 }
1829
1830 return 0;
2091} 1831}
2092 1832
2093/* 1833/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1834 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1835 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1836 * The first matching object is returned, or NULL if none.
2097 */ 1837 */
2098 1838
1839object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1840present_arch (const archetype *at, maptile *m, int x, int y)
1841{
2100 object *tmp; 1842 object *
1843 tmp;
1844
2101 if(m==NULL || out_of_map(m,x,y)) { 1845 if (m == NULL || out_of_map (m, x, y))
1846 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1847 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1848 return NULL;
2104 } 1849 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1850 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1851 if (tmp->arch == at)
2107 return tmp; 1852 return tmp;
2108 return NULL; 1853 return NULL;
2109} 1854}
2110 1855
2111/* 1856/*
2112 * present(type, map, x, y) searches for any objects with 1857 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1858 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1859 * The first matching object is returned, or NULL if none.
2115 */ 1860 */
2116 1861
1862object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1863present (unsigned char type, maptile *m, int x, int y)
1864{
2118 object *tmp; 1865 object *
1866 tmp;
1867
2119 if(out_of_map(m,x,y)) { 1868 if (out_of_map (m, x, y))
1869 {
2120 LOG(llevError,"Present called outside map.\n"); 1870 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1871 return NULL;
2122 } 1872 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1873 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 1874 if (tmp->type == type)
2125 return tmp; 1875 return tmp;
2126 return NULL; 1876 return NULL;
2127} 1877}
2128 1878
2129/* 1879/*
2130 * present_in_ob(type, object) searches for any objects with 1880 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1881 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
2133 */ 1883 */
2134 1884
1885object *
2135object *present_in_ob(unsigned char type, const object *op) { 1886present_in_ob (unsigned char type, const object *op)
1887{
2136 object *tmp; 1888 object *
1889 tmp;
1890
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1891 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1892 if (tmp->type == type)
2139 return tmp; 1893 return tmp;
2140 return NULL; 1894 return NULL;
2141} 1895}
2142 1896
2143/* 1897/*
2153 * the object name, not the archetype name. this is so that the 1907 * 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 1908 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1909 * to be unique.
2156 */ 1910 */
2157 1911
1912object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1913present_in_ob_by_name (int type, const char *str, const object *op)
1914{
2159 object *tmp; 1915 object *
1916 tmp;
2160 1917
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1919 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1920 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1921 return tmp;
2164 } 1922 }
2165 return NULL; 1923 return NULL;
2166} 1924}
2167 1925
2168/* 1926/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1927 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1928 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1929 * The first matching object is returned, or NULL if none.
2172 */ 1930 */
2173 1931
1932object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1933present_arch_in_ob (const archetype *at, const object *op)
1934{
2175 object *tmp; 1935 object *
1936 tmp;
1937
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1938 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1939 if (tmp->arch == at)
2178 return tmp; 1940 return tmp;
2179 return NULL; 1941 return NULL;
2180} 1942}
2181 1943
2182/* 1944/*
2183 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2184 */ 1946 */
1947void
2185void flag_inv(object*op, int flag){ 1948flag_inv (object *op, int flag)
1949{
2186 object *tmp; 1950 object *
1951 tmp;
1952
2187 if(op->inv) 1953 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1954 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1955 {
2189 SET_FLAG(tmp, flag); 1956 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1957 flag_inv (tmp, flag);
2191 } 1958 }
2192}/* 1959} /*
2193 * desactivate recursively a flag on an object inventory 1960 * desactivate recursively a flag on an object inventory
2194 */ 1961 */
1962void
2195void unflag_inv(object*op, int flag){ 1963unflag_inv (object *op, int flag)
1964{
2196 object *tmp; 1965 object *
1966 tmp;
1967
2197 if(op->inv) 1968 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1969 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1970 {
2199 CLEAR_FLAG(tmp, flag); 1971 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1972 unflag_inv (tmp, flag);
2201 } 1973 }
2202} 1974}
2203 1975
2204/* 1976/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1977 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1978 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1979 * 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. 1980 * him/her-self and all object carried by a call to this function.
2209 */ 1981 */
2210 1982
1983void
2211void set_cheat(object *op) { 1984set_cheat (object *op)
1985{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1986 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1987 flag_inv (op, FLAG_WAS_WIZ);
2214} 1988}
2215 1989
2216/* 1990/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1991 * 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 1992 * 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 2007 * 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 2008 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2009 * customized, changed states, etc.
2236 */ 2010 */
2237 2011
2012int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2013find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2014{
2015 int
2016 i,
2239 int i,index=0, flag; 2017 index = 0, flag;
2018 static int
2240 static int altern[SIZEOFFREE]; 2019 altern[SIZEOFFREE];
2241 2020
2242 for(i=start;i<stop;i++) { 2021 for (i = start; i < stop; i++)
2022 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2023 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2024 if (!flag)
2245 altern[index++]=i; 2025 altern[index++] = i;
2246 2026
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2027 /* 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. 2028 * 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 - 2029 * 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 2030 * 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 2031 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2032 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2033 * won't look 2 spaces south of the target space.
2254 */ 2034 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2035 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2036 stop = maxfree[i];
2257 } 2037 }
2258 if(!index) return -1; 2038
2039 if (!index)
2040 return -1;
2041
2259 return altern[RANDOM()%index]; 2042 return altern[RANDOM () % index];
2260} 2043}
2261 2044
2262/* 2045/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2046 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2047 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2048 * 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. 2049 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2050 */
2268 2051
2052int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2053find_first_free_spot (const object *ob, maptile *m, int x, int y)
2054{
2055 int
2270 int i; 2056 i;
2057
2271 for(i=0;i<SIZEOFFREE;i++) { 2058 for (i = 0; i < SIZEOFFREE; i++)
2059 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2060 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2061 return i;
2274 } 2062 }
2275 return -1; 2063 return -1;
2276} 2064}
2277 2065
2278/* 2066/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2067 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2068 * arr[begin..end-1].
2281 */ 2069 */
2070static void
2282static void permute(int *arr, int begin, int end) 2071permute (int *arr, int begin, int end)
2283{ 2072{
2284 int i, j, tmp, len; 2073 int
2074 i,
2075 j,
2076 tmp,
2077 len;
2285 2078
2286 len = end-begin; 2079 len = end - begin;
2287 for(i = begin; i < end; i++) 2080 for (i = begin; i < end; i++)
2288 { 2081 {
2289 j = begin+RANDOM()%len; 2082 j = begin + RANDOM () % len;
2290 2083
2291 tmp = arr[i]; 2084 tmp = arr[i];
2292 arr[i] = arr[j]; 2085 arr[i] = arr[j];
2293 arr[j] = tmp; 2086 arr[j] = tmp;
2294 } 2087 }
2295} 2088}
2296 2089
2297/* new function to make monster searching more efficient, and effective! 2090/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2091 * 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 2092 * 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 2093 * 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 2094 * 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. 2095 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2096 */
2097void
2304void get_search_arr(int *search_arr) 2098get_search_arr (int *search_arr)
2305{ 2099{
2100 int
2306 int i; 2101 i;
2307 2102
2308 for(i = 0; i < SIZEOFFREE; i++) 2103 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2104 {
2310 search_arr[i] = i; 2105 search_arr[i] = i;
2311 } 2106 }
2312 2107
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2108 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2109 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2110 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2111}
2317 2112
2318/* 2113/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2114 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2115 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2121 * 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 2122 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2123 * there is capable of.
2329 */ 2124 */
2330 2125
2126int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2127find_dir (maptile *m, int x, int y, object *exclude)
2128{
2129 int
2130 i,
2332 int i,max=SIZEOFFREE, mflags; 2131 max = SIZEOFFREE, mflags;
2132
2333 sint16 nx, ny; 2133 sint16 nx, ny;
2334 object *tmp; 2134 object *
2335 mapstruct *mp; 2135 tmp;
2136 maptile *
2137 mp;
2138
2336 MoveType blocked, move_type; 2139 MoveType blocked, move_type;
2337 2140
2338 if (exclude && exclude->head) { 2141 if (exclude && exclude->head)
2142 {
2339 exclude = exclude->head; 2143 exclude = exclude->head;
2340 move_type = exclude->move_type; 2144 move_type = exclude->move_type;
2341 } else { 2145 }
2146 else
2147 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2148 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2149 move_type = MOVE_ALL;
2150 }
2151
2152 for (i = 1; i < max; i++)
2344 } 2153 {
2345 2154 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2155 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2156 ny = y + freearr_y[i];
2350 2157
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2158 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2159
2352 if (mflags & P_OUT_OF_MAP) { 2160 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2161 max = maxfree[i];
2354 } else { 2162 else
2163 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2164 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2165
2357 if ((move_type & blocked) == move_type) { 2166 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2167 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2168 else if (mflags & P_IS_ALIVE)
2169 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2170 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2171 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2172 break;
2363 break; 2173
2364 } 2174 if (tmp)
2365 }
2366 if(tmp) {
2367 return freedir[i]; 2175 return freedir[i];
2368 } 2176 }
2177 }
2369 } 2178 }
2370 } 2179
2371 }
2372 return 0; 2180 return 0;
2373} 2181}
2374 2182
2375/* 2183/*
2376 * distance(object 1, object 2) will return the square of the 2184 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2185 * distance between the two given objects.
2378 */ 2186 */
2379 2187
2188int
2380int distance(const object *ob1, const object *ob2) { 2189distance (const object *ob1, const object *ob2)
2190{
2381 int i; 2191 int i;
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2192
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2193 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2194 return i;
2385} 2195}
2386 2196
2387/* 2197/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2198 * 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 2199 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2200 * object, needs to travel toward it.
2391 */ 2201 */
2392 2202
2203int
2393int find_dir_2(int x, int y) { 2204find_dir_2 (int x, int y)
2205{
2394 int q; 2206 int q;
2395 2207
2396 if(y) 2208 if (y)
2397 q=x*100/y; 2209 q = x * 100 / y;
2398 else if (x) 2210 else if (x)
2399 q= -300*x; 2211 q = -300 * x;
2400 else 2212 else
2401 return 0; 2213 return 0;
2402 2214
2403 if(y>0) { 2215 if (y > 0)
2216 {
2404 if(q < -242) 2217 if (q < -242)
2405 return 3 ; 2218 return 3;
2406 if (q < -41) 2219 if (q < -41)
2407 return 2 ; 2220 return 2;
2408 if (q < 41) 2221 if (q < 41)
2409 return 1 ; 2222 return 1;
2410 if (q < 242) 2223 if (q < 242)
2411 return 8 ; 2224 return 8;
2412 return 7 ; 2225 return 7;
2413 } 2226 }
2414 2227
2415 if (q < -242) 2228 if (q < -242)
2416 return 7 ; 2229 return 7;
2417 if (q < -41) 2230 if (q < -41)
2418 return 6 ; 2231 return 6;
2419 if (q < 41) 2232 if (q < 41)
2420 return 5 ; 2233 return 5;
2421 if (q < 242) 2234 if (q < 242)
2422 return 4 ; 2235 return 4;
2423 2236
2424 return 3 ; 2237 return 3;
2425} 2238}
2426 2239
2427/* 2240/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2241 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2242 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2243 * "overflow" in previous calculations of a direction).
2431 */ 2244 */
2432 2245
2246int
2433int absdir(int d) { 2247absdir (int d)
2434 while(d<1) d+=8; 2248{
2435 while(d>8) d-=8; 2249 while (d < 1)
2250 d += 8;
2251 while (d > 8)
2252 d -= 8;
2436 return d; 2253 return d;
2437} 2254}
2438 2255
2439/* 2256/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2257 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2258 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2259 */
2443 2260
2261int
2444int dirdiff(int dir1, int dir2) { 2262dirdiff (int dir1, int dir2)
2263{
2445 int d; 2264 int
2265 d;
2266
2446 d = abs(dir1 - dir2); 2267 d = abs (dir1 - dir2);
2447 if(d>4) 2268 if (d > 4)
2448 d = 8 - d; 2269 d = 8 - d;
2449 return d; 2270 return d;
2450} 2271}
2451 2272
2452/* peterm: 2273/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2278 * 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 2279 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2280 * functions.
2460 */ 2281 */
2461 2282
2283int
2462int reduction_dir[SIZEOFFREE][3] = { 2284 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2285 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2286 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2287 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2288 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2289 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2290 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2291 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2292 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2293 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2294 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2295 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2296 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2297 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2298 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2299 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2300 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2301 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2302 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2303 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2304 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2305 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2306 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2307 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2308 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2309 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2310 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2311 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2312 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2313 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2314 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2315 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2316 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2317 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2318 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2319 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2320 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2321 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2322 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2323 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2324 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2325 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2326 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2327 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2328 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2329 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2330 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2331 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2332 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2333 {24, 9, -1}
2334}; /* 48 */
2512 2335
2513/* Recursive routine to step back and see if we can 2336/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2337 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2338 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2339 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2340 * Modified to be map tile aware -.MSW
2518 */ 2341 */
2519 2342int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2343can_see_monsterP (maptile *m, int x, int y, int dir)
2344{
2522 sint16 dx, dy; 2345 sint16 dx, dy;
2523 int mflags; 2346 int mflags;
2524 2347
2348 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2349 return 0; /* exit condition: invalid direction */
2526 2350
2527 dx = x + freearr_x[dir]; 2351 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2352 dy = y + freearr_y[dir];
2529 2353
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2354 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2355
2532 /* This functional arguably was incorrect before - it was 2356 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2357 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2358 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2359 * 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 2360 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2361 * at least its move type.
2538 */ 2362 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2363 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2364 return 0;
2540 2365
2541 /* yes, can see. */ 2366 /* yes, can see. */
2542 if(dir < 9) return 1; 2367 if (dir < 9)
2368 return 1;
2369
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2370 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2371 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2372 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2373}
2547 2374
2548
2549
2550/* 2375/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2376 * 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 2377 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2378 * picked up, otherwise 0.
2554 * 2379 *
2556 * core dumps if they do. 2381 * core dumps if they do.
2557 * 2382 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2383 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2384 */
2560 2385
2386int
2561int can_pick(const object *who, const object *item) { 2387can_pick (const object *who, const object *item)
2388{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2389 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2390 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2391 !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} 2392}
2567
2568 2393
2569/* 2394/*
2570 * create clone from object to another 2395 * create clone from object to another
2571 */ 2396 */
2397object *
2572object *object_create_clone (object *asrc) { 2398object_create_clone (object *asrc)
2399{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2400 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2401
2575 if(!asrc) return NULL; 2402 if (!asrc)
2403 return 0;
2404
2576 src = asrc; 2405 src = asrc;
2577 if(src->head) 2406 if (src->head)
2578 src = src->head; 2407 src = src->head;
2579 2408
2580 prev = NULL; 2409 prev = 0;
2581 for(part = src; part; part = part->more) { 2410 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2411 {
2583 copy_object(part,tmp); 2412 tmp = part->clone ();
2584 tmp->x -= src->x; 2413 tmp->x -= src->x;
2585 tmp->y -= src->y; 2414 tmp->y -= src->y;
2415
2586 if(!part->head) { 2416 if (!part->head)
2417 {
2587 dst = tmp; 2418 dst = tmp;
2588 tmp->head = NULL;
2589 } else {
2590 tmp->head = dst; 2419 tmp->head = 0;
2591 } 2420 }
2421 else
2422 tmp->head = dst;
2423
2592 tmp->more = NULL; 2424 tmp->more = 0;
2425
2593 if(prev) 2426 if (prev)
2594 prev->more = tmp; 2427 prev->more = tmp;
2428
2595 prev = tmp; 2429 prev = tmp;
2596 } 2430 }
2597 /*** copy inventory ***/ 2431
2598 for(item = src->inv; item; item = item->below) { 2432 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2433 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2434
2602 return dst; 2435 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} 2436}
2612 2437
2613/* GROS - Creates an object using a string representing its content. */ 2438/* 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 */ 2439/* 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, */ 2440/* 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. */ 2441/* 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. */ 2442/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2443/* Also remember that multiparts objects are not supported for now. */
2619 2444
2445object *
2620object* load_object_str(const char *obstr) 2446load_object_str (const char *obstr)
2621{ 2447{
2622 object *op; 2448 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2449 char filename[MAX_BUF];
2450
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2451 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2452
2626 tempfile=fopen(filename,"w"); 2453 FILE *tempfile = fopen (filename, "w");
2454
2627 if (tempfile == NULL) 2455 if (tempfile == NULL)
2628 { 2456 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2457 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2458 return NULL;
2631 }; 2459 }
2460
2632 fprintf(tempfile,obstr); 2461 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2462 fclose (tempfile);
2634 2463
2635 op=get_object(); 2464 op = object::create ();
2636 2465
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); 2466 object_thawer thawer (filename);
2467
2468 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2469 load_object (thawer, op, 0);
2470
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2471 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2472 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2473
2648 return op; 2474 return op;
2649} 2475}
2650 2476
2651/* This returns the first object in who's inventory that 2477/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2478 * has the same type and subtype match.
2653 * returns NULL if no match. 2479 * returns NULL if no match.
2654 */ 2480 */
2481object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2482find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2483{
2657 object *tmp; 2484 object *tmp;
2658 2485
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2486 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2487 if (tmp->type == type && tmp->subtype == subtype)
2488 return tmp;
2661 2489
2662 return NULL; 2490 return NULL;
2663} 2491}
2664 2492
2665/* If ob has a field named key, return the link from the list, 2493/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2494 * otherwise return NULL.
2667 * 2495 *
2668 * key must be a passed in shared string - otherwise, this won't 2496 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2497 * do the desired thing.
2670 */ 2498 */
2499key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2500get_ob_key_link (const object *ob, const char *key)
2501{
2672 key_value * link; 2502 key_value *link;
2673 2503
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2504 for (link = ob->key_values; link != NULL; link = link->next)
2675 if (link->key == key) { 2505 if (link->key == key)
2676 return link; 2506 return link;
2677 } 2507
2678 }
2679
2680 return NULL; 2508 return NULL;
2681} 2509}
2682 2510
2683/* 2511/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2512 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2513 *
2686 * The argument doesn't need to be a shared string. 2514 * The argument doesn't need to be a shared string.
2687 * 2515 *
2688 * The returned string is shared. 2516 * The returned string is shared.
2689 */ 2517 */
2518const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2519get_ob_key_value (const object *op, const char *const key)
2520{
2691 key_value * link; 2521 key_value *link;
2692 const char * canonical_key; 2522 shstr_cmp canonical_key (key);
2523
2524 if (!canonical_key)
2693 2525 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2526 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2527 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2528 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2529 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2530 */
2702 return NULL; 2531 return 0;
2703 } 2532 }
2704 2533
2705 /* This is copied from get_ob_key_link() above - 2534 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2535 * only 4 lines, and saves the function call overhead.
2707 */ 2536 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2537 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2538 if (link->key == canonical_key)
2710 return link->value; 2539 return link->value;
2711 } 2540
2712 } 2541 return 0;
2713 return NULL;
2714} 2542}
2715 2543
2716 2544
2717/* 2545/*
2718 * Updates the canonical_key in op to value. 2546 * 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 2550 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2551 * keys.
2724 * 2552 *
2725 * Returns TRUE on success. 2553 * Returns TRUE on success.
2726 */ 2554 */
2555int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2556set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2557{
2558 key_value *
2728 key_value * field = NULL, *last=NULL; 2559 field = NULL, *last = NULL;
2729 2560
2730 for (field=op->key_values; field != NULL; field=field->next) { 2561 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2562 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2563 if (field->key != canonical_key)
2737 if (value) 2564 {
2738 field->value = add_string(value); 2565 last = field;
2739 else { 2566 continue;
2567 }
2568
2569 if (value)
2570 field->value = value;
2571 else
2572 {
2740 /* Basically, if the archetype has this key set, 2573 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2574 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2575 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2576 * we get this value back again.
2744 */ 2577 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2578 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2579 field->value = 0;
2747 else { 2580 else
2748 /* Delete this link */ 2581 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2582 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2583 last->next = field->next;
2751 if (last) last->next = field->next; 2584 else
2752 else op->key_values = field->next; 2585 op->key_values = field->next;
2753 free(field); 2586
2754 } 2587 delete field;
2755 } 2588 }
2589 }
2756 return TRUE; 2590 return TRUE;
2757 } 2591 }
2758 /* IF we get here, key doesn't exist */ 2592 /* IF we get here, key doesn't exist */
2759 2593
2760 /* No field, we'll have to add it. */ 2594 /* No field, we'll have to add it. */
2595
2596 if (!add_key)
2761 2597 {
2762 if (!add_key) {
2763 return FALSE; 2598 return FALSE;
2764 } 2599 }
2765 /* There isn't any good reason to store a null 2600 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2601 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2602 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2603 * be here. If user wants to store empty strings,
2769 * should pass in "" 2604 * should pass in ""
2770 */ 2605 */
2771 if (value == NULL) return TRUE; 2606 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; 2607 return TRUE;
2608
2609 field = new key_value;
2610
2611 field->key = canonical_key;
2612 field->value = value;
2613 /* Usual prepend-addition. */
2614 field->next = op->key_values;
2615 op->key_values = field;
2616
2617 return TRUE;
2782} 2618}
2783 2619
2784/* 2620/*
2785 * Updates the key in op to value. 2621 * Updates the key in op to value.
2786 * 2622 *
2788 * and not add new ones. 2624 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2625 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2626 *
2791 * Returns TRUE on success. 2627 * Returns TRUE on success.
2792 */ 2628 */
2629int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2630set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2631{
2795 int floating_ref = FALSE; 2632 shstr key_ (key);
2796 int ret; 2633
2634 return set_ob_key_value_s (op, key_, value, add_key);
2635}
2636
2637object::depth_iterator::depth_iterator (object *container)
2638: iterator_base (container)
2639{
2640 while (item->inv)
2641 item = item->inv;
2642}
2643
2644void
2645object::depth_iterator::next ()
2646{
2647 if (item->below)
2797 2648 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2649 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2650
2800 */ 2651 while (item->inv)
2652 item = item->inv;
2801 2653 }
2802 canonical_key = find_string(key); 2654 else
2803 if (canonical_key == NULL) { 2655 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} 2656}
2657
2658// return a suitable string describing an objetc in enough detail to find it
2659const char *
2660object::debug_desc (char *info) const
2661{
2662 char info2[256 * 3];
2663 char *p = info;
2664
2665 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2666 count,
2667 &name,
2668 title ? " " : "",
2669 title ? (const char *)title : "");
2670
2671 if (env)
2672 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2673
2674 if (map)
2675 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2676
2677 return info;
2678}
2679
2680const char *
2681object::debug_desc () const
2682{
2683 static char info[256 * 3];
2684 return debug_desc (info);
2685}
2686

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