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Comparing deliantra/server/common/object.C (file contents):
Revision 1.3 by root, Sat Aug 26 08:44:05 2006 UTC vs.
Revision 1.70 by root, Tue Dec 19 05:12:52 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.3 2006/08/26 08:44:05 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
130 200 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 204 return 0;
138 205
206 //TODO: this ain't working well, use nicer and correct overflow check
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 209 * used to store nrof).
142 */ 210 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 212 return 0;
145 213
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 218 * flags lose any meaning.
166 */ 219 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 222
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 225
173 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
177 */ 230 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 251 return 0;
208 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
209 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 276 return 0;
215 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
216 switch (ob1->type) { 285 switch (ob1->type)
286 {
217 case SCROLL: 287 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
219 break; 290 break;
220
221 } 291 }
292
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264} 354}
265 355
266/* 356/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 357 * 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 358 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 359 * or find a player.
270 */ 360 */
271 361
362object *
272object *is_player_inv (object *op) { 363is_player_inv (object *op)
364{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 365 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 366 if (op->env == op)
275 op->env = NULL; 367 op->env = NULL;
276 return op; 368 return op;
277} 369}
278 370
279/* 371/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 373 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 374 * The result of the dump is stored in the static global errmsg array.
283 */ 375 */
284 376
285void dump_object2(object *op) { 377char *
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) { 378dump_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{ 379{
340 char *cp; 380 if (!op)
381 return strdup ("[NULLOBJ]");
341 382
342 if(op==NULL) 383 object_freezer freezer;
343 { 384 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 385 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} 386}
382 387
383/* 388/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 389 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 390 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 391 * If it's not a multi-object, it is returned.
387 */ 392 */
388 393
394object *
389object *get_nearest_part(object *op, const object *pl) { 395get_nearest_part (object *op, const object *pl)
396{
390 object *tmp,*closest; 397 object *tmp, *closest;
391 int last_dist,i; 398 int last_dist, i;
399
392 if(op->more==NULL) 400 if (op->more == NULL)
393 return op; 401 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 402 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 403 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 404 closest = tmp, last_dist = i;
397 return closest; 405 return closest;
398} 406}
399 407
400/* 408/*
401 * Returns the object which has the count-variable equal to the argument. 409 * Returns the object which has the count-variable equal to the argument.
402 */ 410 */
403 411
412object *
404object *find_object(tag_t i) { 413find_object (tag_t i)
405 object *op; 414{
406 for(op=objects;op!=NULL;op=op->next) 415 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 416 if (op->count == i)
408 break; 417 return op;
418
409 return op; 419 return 0;
410} 420}
411 421
412/* 422/*
413 * Returns the first object which has a name equal to the argument. 423 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 424 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 425 * Enables features like "patch <name-of-other-player> food 999"
416 */ 426 */
417 427
428object *
418object *find_object_name(const char *str) { 429find_object_name (const char *str)
419 const char *name=add_string(str); 430{
431 shstr_cmp str_ (str);
420 object *op; 432 object *op;
433
421 for(op=objects;op!=NULL;op=op->next) 434 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 435 if (op->name == str_)
423 break; 436 break;
424 free_string(name); 437
425 return op; 438 return op;
426} 439}
427 440
441void
428void free_all_object_data(void) { 442free_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{ 443{
470 if (!op) return; 444 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} 445}
478
479
480 446
481/* 447/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 448 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 449 * skill and experience objects.
484 */ 450 */
485void set_owner (object *op, object *owner) 451void
452object::set_owner (object *owner)
486{ 453{
487 if(owner==NULL||op==NULL) 454 if (!owner)
488 return; 455 return;
489 456
490 /* next line added to allow objects which own objects */ 457 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 458 /* 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 459 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 460 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 461 * 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. 462 * didn't match, this check is valid and I believe that cause is valid.
496 */ 463 */
497 while (owner->owner && owner!=owner->owner && 464 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 465 owner = owner->owner;
499 466
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; 467 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 op->current_weapon_script = NULL;
552 clear_object(op);
553} 468}
554 469
555/* Zero the key_values on op, decrementing the shared-string 470/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 471 * refcounts and freeing the links.
557 */ 472 */
473static void
558static void free_key_values(object * op) { 474free_key_values (object *op)
559 key_value * i; 475{
560 key_value * next = NULL; 476 for (key_value *i = op->key_values; i != 0;)
561 477 {
562 if (op->key_values == NULL) return; 478 key_value *next = i->next;
479 delete i;
480
481 i = next;
563 482 }
564 for (i = op->key_values; i != NULL; i = next) { 483
565 /* Store next *first*. */
566 next = i->next;
567
568 if (i->key) FREE_AND_CLEAR_STR(i->key);
569 if (i->value) FREE_AND_CLEAR_STR(i->value);
570 i->next = NULL;
571 free(i);
572 }
573
574 op->key_values = NULL; 484 op->key_values = 0;
575} 485}
576 486
487void object::clear ()
488{
489 attachable_base::clear ();
577 490
578/*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op); 491 free_key_values (this);
606 492
607 /* the memset will clear all these values for us, but we need 493 owner = 0;
608 * to reduce the refcount on them. 494 name = 0;
609 */ 495 name_pl = 0;
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 496 title = 0;
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 497 race = 0;
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 498 slaying = 0;
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 499 skill = 0;
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 500 msg = 0;
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 501 lore = 0;
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 502 custom_name = 0;
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 503 materialname = 0;
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
619 515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
620 517
621 memset((void*)op, 0, sizeof (object_special));
622 /* Below here, we clear things that are not done by the memset,
623 * or set default values that are not zero.
624 */
625 /* This is more or less true */
626 SET_FLAG(op, FLAG_REMOVED); 518 SET_FLAG (this, FLAG_REMOVED);
627 519
628
629 op->contr = NULL;
630 op->below=NULL;
631 op->above=NULL;
632 op->inv=NULL;
633 op->events=NULL;
634 op->container=NULL;
635 op->env=NULL;
636 op->more=NULL;
637 op->head=NULL;
638 op->map=NULL;
639 op->refcount=0;
640 op->active_next = NULL;
641 op->active_prev = NULL;
642 /* What is not cleared is next, prev, and count */ 520 /* What is not cleared is next, prev, and count */
643 521
644 op->expmul=1.0; 522 expmul = 1.0;
645 op->face = blank_face; 523 face = blank_face;
646 op->attacked_by_count = (tag_t) -1; 524
647 if (settings.casting_time) 525 if (settings.casting_time)
648 op->casting_time = -1; 526 casting_time = -1;
649
650} 527}
651 528
652/* 529/*
653 * copy object first frees everything allocated by the second object, 530 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 531 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 532 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 533 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
657 * if the first object is freed, the pointers in the new object 534 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 535 * will point at garbage.
659 */ 536 */
537void
538object::copy_to (object *dst)
539{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
660 542
661void copy_object(object *op2, object *op) { 543 *(object_copy *)dst = *this;
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 544 *(object_pod *)dst = *this;
663 event *evt, *evt2, *evt_new;
664 545
665 op->clear (); 546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
666 548
667 /* Decrement the refcounts, but don't bother zeroing the fields; 549 if (is_freed)
668 they'll be overwritten by memcpy. */ 550 SET_FLAG (dst, FLAG_FREED);
669 if(op->name!=NULL) free_string(op->name);
670 if(op->name_pl!=NULL) free_string(op->name_pl);
671 if(op->title!=NULL) free_string(op->title);
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679 551
680 /* Basically, same code as from clear_object() */ 552 if (is_removed)
681 for (evt = op->events; evt; evt=evt2) { 553 SET_FLAG (dst, FLAG_REMOVED);
682 evt2 = evt->next;
683 554
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 555 if (speed < 0)
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op->clone (op2);
696
697 if(is_freed) SET_FLAG(op,FLAG_FREED);
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699 if(op->name!=NULL) add_refcount(op->name);
700 if(op->name_pl!=NULL) add_refcount(op->name_pl);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709
710 if((op2->speed<0) && !editor)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
712 557
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) { 559 if (key_values)
736 key_value * tail = NULL; 560 {
561 key_value *tail = 0;
737 key_value * i; 562 key_value *i;
738 563
739 op->key_values = NULL; 564 dst->key_values = 0;
740 565
741 for (i = op2->key_values; i != NULL; i = i->next) { 566 for (i = key_values; i; i = i->next)
742 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 567 {
568 key_value *new_link = new key_value;
743 569
744 new_link->next = NULL; 570 new_link->next = 0;
745 new_link->key = add_refcount(i->key); 571 new_link->key = i->key;
746 if (i->value) 572 new_link->value = i->value;
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750 573
751 /* Try and be clever here, too. */ 574 /* Try and be clever here, too. */
752 if (op->key_values == NULL) { 575 if (!dst->key_values)
753 op->key_values = new_link; 576 {
754 tail = new_link; 577 dst->key_values = new_link;
755 } else { 578 tail = new_link;
756 tail->next = new_link; 579 }
757 tail = new_link; 580 else
581 {
582 tail->next = new_link;
583 tail = new_link;
584 }
585 }
758 } 586 }
759 }
760 }
761 587
762 update_ob_speed(op); 588 update_ob_speed (dst);
763} 589}
764 590
765/*
766 * expand_objects() allocates more objects for the list of unused objects.
767 * It is called from get_object() if the unused list is empty.
768 */
769
770void expand_objects(void) {
771 int i;
772 object *obj;
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
774
775 if(obj==NULL)
776 fatal(OUT_OF_MEMORY);
777 free_objects=obj;
778 obj[0].prev=NULL;
779 obj[0].next= &obj[1],
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796}
797
798/*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804object *get_object(void) {
805 object *op; 591object *
806 592object::clone ()
807 if(free_objects==NULL) { 593{
808 expand_objects(); 594 object *neu = create ();
809 } 595 copy_to (neu);
810 op=free_objects;
811#ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */
816 op = realloc(op, sizeof(object));
817 SET_FLAG(op, FLAG_REMOVED);
818 SET_FLAG(op, FLAG_FREED);
819#endif
820
821 if(!QUERY_FLAG(op,FLAG_FREED)) {
822 LOG(llevError,"Fatal: Getting busy object.\n");
823 }
824 free_objects=op->next;
825 if(free_objects!=NULL)
826 free_objects->prev=NULL;
827 op->count= ++ob_count;
828 op->name=NULL;
829 op->name_pl=NULL;
830 op->title=NULL;
831 op->race=NULL;
832 op->slaying=NULL;
833 op->skill = NULL;
834 op->lore=NULL;
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op; 596 return neu;
848} 597}
849 598
850/* 599/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * If an object with the IS_TURNABLE() flag needs to be turned due
852 * to the closest player being on the other side, this function can 601 * to the closest player being on the other side, this function can
853 * be called to update the face variable, _and_ how it looks on the map. 602 * be called to update the face variable, _and_ how it looks on the map.
854 */ 603 */
855 604
605void
856void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
858 return; 609 return;
859 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
861} 612}
862 613
863/* 614/*
864 * Updates the speed of an object. If the speed changes from 0 to another 615 * Updates the speed of an object. If the speed changes from 0 to another
865 * value, or vice versa, then add/remove the object from the active list. 616 * value, or vice versa, then add/remove the object from the active list.
866 * This function needs to be called whenever the speed of an object changes. 617 * This function needs to be called whenever the speed of an object changes.
867 */ 618 */
868 619void
869void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
870 extern int arch_init; 622 extern int arch_init;
871 623
872 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
873 * since they never really need to be updated. 625 * since they never really need to be updated.
874 */ 626 */
875 627
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
878#ifdef MANY_CORES 631#ifdef MANY_CORES
879 abort(); 632 abort ();
880#else 633#else
881 op->speed = 0; 634 op->speed = 0;
882#endif 635#endif
883 } 636 }
637
884 if (arch_init) { 638 if (arch_init)
885 return;
886 }
887 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
888 /* If already on active list, don't do anything */
889 if (op->active_next || op->active_prev || op==active_objects)
890 return; 639 return;
891 640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
645 return;
646
892 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
893 * of the list. */ 648 * of the list. */
894 op->active_next = active_objects; 649 op->active_next = active_objects;
650
895 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
896 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
897 active_objects = op; 654 active_objects = op;
655 }
656 else
898 } 657 {
899 else {
900 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
901 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
902 return; 660 return;
903 661
904 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
905 active_objects = op->active_next; 664 active_objects = op->active_next;
665
906 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
907 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
908 } 668 }
909 else { 669 else
670 {
910 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
911 if (op->active_next) 673 if (op->active_next)
912 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
913 } 675 }
676
914 op->active_next = NULL; 677 op->active_next = NULL;
915 op->active_prev = NULL; 678 op->active_prev = NULL;
916 } 679 }
917} 680}
918 681
919/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
920 * objects. 683 * objects.
922 * reference maps where you don't want an object that isn't 685 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object. 688 * will do the right thing based on the speed of the object.
926 */ 689 */
690void
927void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
928{ 692{
929 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
931 return; 695 return;
932 696
933 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
934 active_objects = op->active_next; 699 active_objects = op->active_next;
935 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
936 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
937 } 704 {
938 else {
939 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
940 if (op->active_next) 706 if (op->active_next)
941 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
942 } 708 }
943 op->active_next = NULL; 709 op->active_next = NULL;
944 op->active_prev = NULL; 710 op->active_prev = NULL;
945} 711}
946 712
947/* 713/*
948 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
949 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
965 * as that is easier than trying to look at what may have changed. 731 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
967 */ 733 */
968 734
735void
969void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
970 int update_now=0, flags; 738 int update_now = 0, flags;
971 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
972 740
973 if (op == NULL) { 741 if (op == NULL)
742 {
974 /* this should never happen */ 743 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 745 return;
977 }
978 746 }
747
979 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
980 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
981 * to do in this case. 751 * to do in this case.
982 */ 752 */
983 return; 753 return;
984 } 754 }
985 755
986 /* If the map is saving, don't do anything as everything is 756 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways. 757 * going to get freed anyways.
988 */ 758 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
990 760 return;
761
991 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 763 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 764 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 766#ifdef MANY_CORES
996 abort(); 767 abort ();
997#endif 768#endif
998 return; 769 return;
999 }
1000 770 }
771
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 773 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1004 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 775 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1005 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 776 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1007 778
1008 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1010 update_now=1; 782 update_now = 1;
1011 783
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1013 update_now=1; 785 update_now = 1;
1014 786
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1016 update_now=1; 788 update_now = 1;
1017 789
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1019 update_now=1; 791 update_now = 1;
1020 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
1021 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
1022 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
1023 /* This isn't perfect, but I don't expect a lot of objects to 802 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 803 * to have move_allow right now.
1025 */ 804 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1027 update_now=1; 806 update_now = 1;
807
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
1029 } 810 }
811
1030 /* if the object is being removed, we can't make intelligent 812 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 813 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 814 * that is being removed.
1033 */ 815 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 817 update_now = 1;
1036 } else if (action == UP_OBJ_FACE) { 818 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 819 /* Nothing to do for that case */ ;
1038 }
1039 else { 820 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 821 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 822
1043 if (update_now) { 823 if (update_now)
824 {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 825 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045 update_position(op->map, op->x, op->y); 826 update_position (op->map, op->x, op->y);
1046 } 827 }
1047 828
1048 if(op->more!=NULL) 829 if (op->more != NULL)
1049 update_object(op->more, action); 830 update_object (op->more, action);
1050} 831}
1051 832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848
849object::object ()
850{
851 SET_FLAG (this, FLAG_REMOVED);
852
853 expmul = 1.0;
854 face = blank_face;
855}
856
857object::~object ()
858{
859 free_key_values (this);
860}
861
862void object::link ()
863{
864 count = ++ob_count;
865 uuid = gen_uuid ();
866
867 prev = 0;
868 next = object::first;
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874}
875
876void object::unlink ()
877{
878 if (this == object::first)
879 object::first = next;
880
881 /* Remove this object from the list of used objects */
882 if (prev) prev->next = next;
883 if (next) next->prev = prev;
884
885 prev = 0;
886 next = 0;
887}
888
889object *object::create ()
890{
891 object *op = new object;
892 op->link ();
893 return op;
894}
1052 895
1053/* 896/*
1054 * free_object() frees everything allocated by an object, removes 897 * free_object() frees everything allocated by an object, removes
1055 * it from the list of used objects, and puts it on the list of 898 * it from the list of used objects, and puts it on the list of
1056 * free objects. The IS_FREED() flag is set in the object. 899 * free objects. The IS_FREED() flag is set in the object.
1057 * The object must have been removed by remove_ob() first for 900 * The object must have been removed by remove_ob() first for
1058 * this function to succeed. 901 * this function to succeed.
1059 * 902 *
1060 * If free_inventory is set, free inventory as well. Else drop items in 903 * If destroy_inventory is set, free inventory as well. Else drop items in
1061 * inventory to the ground. 904 * inventory to the ground.
1062 */ 905 */
906void object::destroy (bool destroy_inventory)
907{
908 if (QUERY_FLAG (this, FLAG_FREED))
909 return;
1063 910
1064void free_object(object *ob) { 911 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1065 free_object2(ob, 0); 912 remove_friendly_object (this);
1066}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069 913
1070 ob->clear ();
1071
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 914 if (!QUERY_FLAG (this, FLAG_REMOVED))
1073 LOG(llevDebug,"Free object called with non removed object\n"); 915 remove ();
1074 dump_object(ob); 916
1075#ifdef MANY_CORES 917 SET_FLAG (this, FLAG_FREED);
1076 abort(); 918
1077#endif 919 if (more)
1078 } 920 {
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 921 more->destroy (destroy_inventory);
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 922 more = 0;
1081 remove_friendly_object(ob); 923 }
924
925 if (inv)
1082 } 926 {
1083 if(QUERY_FLAG(ob,FLAG_FREED)) {
1084 dump_object(ob);
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1086 return;
1087 }
1088 if(ob->more!=NULL) {
1089 free_object2(ob->more, free_inventory);
1090 ob->more=NULL;
1091 }
1092 if (ob->inv) {
1093 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects 928 * if some form of movement is allowed, let objects
1095 * drop on that space. 929 * drop on that space.
1096 */ 930 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 931 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 932 {
1099 { 933 object *op = inv;
1100 op=ob->inv; 934
1101 while(op!=NULL) { 935 while (op)
1102 tmp=op->below; 936 {
1103 remove_ob(op); 937 object *tmp = op->below;
1104 free_object2(op, free_inventory); 938 op->destroy (destroy_inventory);
1105 op=tmp; 939 op = tmp;
940 }
941 }
942 else
943 { /* Put objects in inventory onto this space */
944 object *op = inv;
945
946 while (op)
947 {
948 object *tmp = op->below;
949
950 op->remove ();
951
952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
955 else
956 {
957 op->x = x;
958 op->y = y;
959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
960 }
961
962 op = tmp;
963 }
964 }
1106 } 965 }
1107 } 966
1108 else { /* Put objects in inventory onto this space */ 967 // hack to ensure that freed objects still have a valid map
1109 op=ob->inv; 968 {
1110 while(op!=NULL) { 969 static maptile *freed_map; // freed objects are moved here to avoid crashes
1111 tmp=op->below; 970
1112 remove_ob(op); 971 if (!freed_map)
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 972 {
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 973 freed_map = new maptile;
1115 free_object(op); 974
1116 else { 975 freed_map->name = "/internal/freed_objects_map";
1117 op->x=ob->x; 976 freed_map->width = 3;
1118 op->y=ob->y; 977 freed_map->height = 3;
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 978
1120 } 979 freed_map->allocate ();
1121 op=tmp;
1122 }
1123 }
1124 } 980 }
981
982 map = freed_map;
983 x = 1;
984 y = 1;
985 }
986
987 // clear those pointers that likely might have circular references to us
988 owner = 0;
989 enemy = 0;
990 attacked_by = 0;
991
992 // only relevant for players(?), but make sure of it anyways
993 contr = 0;
994
1125 /* Remove object from the active list */ 995 /* Remove object from the active list */
1126 ob->speed = 0; 996 speed = 0;
1127 update_ob_speed(ob); 997 update_ob_speed (this);
1128 998
1129 SET_FLAG(ob, FLAG_FREED); 999 unlink ();
1130 ob->count = 0;
1131 1000
1132 /* Remove this object from the list of used objects */ 1001 mortals.push_back (this);
1133 if(ob->prev==NULL) {
1134 objects=ob->next;
1135 if(objects!=NULL)
1136 objects->prev=NULL;
1137 }
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153
1154
1155 /* Why aren't events freed? */
1156 free_key_values(ob);
1157
1158#if 0 /* MEMORY_DEBUG*/
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1160 * presumes the freed_object will stick around for at least a little
1161 * bit
1162 */
1163 /* this is necessary so that memory debugging programs will
1164 * be able to accurately report source of malloc. If we recycle
1165 * objects, then some other area may be doing the get_object
1166 * and not freeing it, but the original one that malloc'd the
1167 * object will get the blame.
1168 */
1169 free(ob);
1170#else
1171
1172 /* Now link it with the free_objects list: */
1173 ob->prev=NULL;
1174 ob->next=free_objects;
1175 if(free_objects!=NULL)
1176 free_objects->prev=ob;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179#endif
1180}
1181
1182/*
1183 * count_free() returns the number of objects on the list of free objects.
1184 */
1185
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects;
1189 while(tmp!=NULL)
1190 tmp=tmp->next, i++;
1191 return i;
1192}
1193
1194/*
1195 * count_used() returns the number of objects on the list of used objects.
1196 */
1197
1198int count_used(void) {
1199 int i=0;
1200 object *tmp=objects;
1201 while(tmp!=NULL)
1202 tmp=tmp->next, i++;
1203 return i;
1204}
1205
1206/*
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209
1210int count_active(void) {
1211 int i=0;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216} 1002}
1217 1003
1218/* 1004/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 1005 * sub_weight() recursively (outwards) subtracts a number from the
1220 * weight of an object (and what is carried by it's environment(s)). 1006 * weight of an object (and what is carried by it's environment(s)).
1221 */ 1007 */
1222 1008void
1223void sub_weight (object *op, signed long weight) { 1009sub_weight (object *op, signed long weight)
1010{
1224 while (op != NULL) { 1011 while (op != NULL)
1012 {
1225 if (op->type == CONTAINER) { 1013 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 1015
1228 op->carrying-=weight; 1016 op->carrying -= weight;
1229 op = op->env; 1017 op = op->env;
1230 } 1018 }
1231} 1019}
1232 1020
1233/* remove_ob(op): 1021/* op->remove ():
1234 * This function removes the object op from the linked list of objects 1022 * This function removes the object op from the linked list of objects
1235 * which it is currently tied to. When this function is done, the 1023 * which it is currently tied to. When this function is done, the
1236 * object will have no environment. If the object previously had an 1024 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 1025 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 1026 * the previous environment.
1239 * Beware: This function is called from the editor as well! 1027 * Beware: This function is called from the editor as well!
1240 */ 1028 */
1241 1029void
1242void remove_ob(object *op) { 1030object::remove ()
1031{
1243 object *tmp,*last=NULL; 1032 object *tmp, *last = 0;
1244 object *otmp; 1033 object *otmp;
1245 tag_t tag; 1034
1246 int check_walk_off; 1035 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250 1036
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1252 dump_object(op); 1038 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 1039
1255 /* Changed it to always dump core in this case. As has been learned
1256 * in the past, trying to recover from errors almost always
1257 * make things worse, and this is a real error here - something
1258 * that should not happen.
1259 * Yes, if this was a mission critical app, trying to do something
1260 * to recover may make sense, but that is because failure of the app
1261 * may have other disastrous problems. Cf runs out of a script
1262 * so is easily enough restarted without any real problems.
1263 * MSW 2001-07-01
1264 */
1265 abort();
1266 }
1267 if(op->more!=NULL)
1268 remove_ob(op->more);
1269
1270 SET_FLAG(op, FLAG_REMOVED); 1040 SET_FLAG (this, FLAG_REMOVED);
1271 1041
1042 if (more)
1043 more->remove ();
1044
1272 /* 1045 /*
1273 * In this case, the object to be removed is in someones 1046 * In this case, the object to be removed is in someones
1274 * inventory. 1047 * inventory.
1275 */ 1048 */
1276 if(op->env!=NULL) { 1049 if (env)
1277 if(op->nrof) 1050 {
1051 if (nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 1052 sub_weight (env, weight * nrof);
1279 else 1053 else
1280 sub_weight(op->env, op->weight+op->carrying); 1054 sub_weight (env, weight + carrying);
1281 1055
1282 /* NO_FIX_PLAYER is set when a great many changes are being 1056 /* NO_FIX_PLAYER is set when a great many changes are being
1283 * made to players inventory. If set, avoiding the call 1057 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 1058 * to save cpu time.
1285 */ 1059 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1288 fix_player(otmp); 1061 fix_player (otmp);
1289 1062
1290 if(op->above!=NULL) 1063 if (above != NULL)
1291 op->above->below=op->below; 1064 above->below = below;
1292 else 1065 else
1293 op->env->inv=op->below; 1066 env->inv = below;
1294 1067
1295 if(op->below!=NULL) 1068 if (below != NULL)
1296 op->below->above=op->above; 1069 below->above = above;
1297 1070
1298 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 1072 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 1073 * to the caller to decide what we want to do.
1301 */ 1074 */
1302 op->x=op->env->x,op->y=op->env->y; 1075 x = env->x, y = env->y;
1303 op->ox=op->x,op->oy=op->y; 1076 map = env->map;
1304 op->map=op->env->map; 1077 above = 0, below = 0;
1305 op->above=NULL,op->below=NULL; 1078 env = 0;
1306 op->env=NULL; 1079 }
1307 return; 1080 else if (map)
1308 } 1081 {
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x;
1314 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y);
1316
1317 if (!m) {
1318 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1319 op->map->path, op->x, op->y);
1320 /* in old days, we used to set x and y to 0 and continue.
1321 * it seems if we get into this case, something is probablye
1322 * screwed up and should be fixed.
1323 */
1324 abort();
1325 }
1326 if (op->map != m) {
1327 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1328 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330
1331 /* Re did the following section of code - it looks like it had 1082 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about 1083 * lots of logic for things we no longer care about
1333 */ 1084 */
1334 1085
1335 /* link the object above us */ 1086 /* link the object above us */
1336 if (op->above) 1087 if (above)
1337 op->above->below=op->below; 1088 above->below = below;
1338 else 1089 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1340 1091
1341 /* Relink the object below us, if there is one */ 1092 /* Relink the object below us, if there is one */
1342 if(op->below) { 1093 if (below)
1343 op->below->above=op->above; 1094 below->above = above;
1344 } else { 1095 else
1096 {
1345 /* Nothing below, which means we need to relink map object for this space 1097 /* Nothing below, which means we need to relink map object for this space
1346 * use translated coordinates in case some oddness with map tiling is 1098 * use translated coordinates in case some oddness with map tiling is
1347 * evident 1099 * evident
1348 */ 1100 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 1101 if (GET_MAP_OB (map, x, y) != this)
1350 dump_object(op); 1102 {
1103 char *dump = dump_object (this);
1104 LOG (llevError,
1351 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); 1105 "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);
1352 dump_object(GET_MAP_OB(m,x,y)); 1106 free (dump);
1353 LOG(llevError,"%s\n",errmsg); 1107 dump = dump_object (GET_MAP_OB (map, x, y));
1354 } 1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1356 } 1113 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 1114
1115 above = 0;
1116 below = 0;
1117
1360 if (op->map->in_memory == MAP_SAVING) 1118 if (map->in_memory == MAP_SAVING)
1361 return; 1119 return;
1362 1120
1363 tag = op->count;
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1122
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1124 {
1366 /* No point updating the players look faces if he is the object 1125 /* No point updating the players look faces if he is the object
1367 * being removed. 1126 * being removed.
1368 */ 1127 */
1369 1128
1370 if(tmp->type==PLAYER && tmp!=op) { 1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1371 /* If a container that the player is currently using somehow gets 1131 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1132 * removed (most likely destroyed), update the player view
1373 * appropriately. 1133 * appropriately.
1374 */ 1134 */
1375 if (tmp->container==op) { 1135 if (tmp->container == this)
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1136 {
1377 tmp->container=NULL; 1137 CLEAR_FLAG (this, FLAG_APPLIED);
1378 } 1138 tmp->container = 0;
1379 tmp->contr->socket.update_look=1; 1139 }
1380 } 1140
1141 tmp->contr->socket->floorbox_update ();
1142 }
1143
1381 /* See if player moving off should effect something */ 1144 /* See if player moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1145 if (check_walk_off
1146 && ((move_type & tmp->move_off)
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1148 {
1149 move_apply (tmp, this, 0);
1384 1150
1385 move_apply(tmp, op, NULL); 1151 if (destroyed ())
1386 if (was_destroyed (op, tag)) { 1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1153 }
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391 1154
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393 1156
1394 if(tmp->above == tmp) 1157 if (tmp->above == tmp)
1395 tmp->above = NULL; 1158 tmp->above = 0;
1396 last=tmp; 1159
1397 } 1160 last = tmp;
1161 }
1162
1398 /* last == NULL of there are no objects on this space */ 1163 /* last == NULL of there are no objects on this space */
1399 if (last==NULL) { 1164 if (!last)
1165 {
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1167 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1402 * those out anyways, and if there are any flags set right now, they won't 1168 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways. 1169 * be correct anyways.
1404 */ 1170 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y); 1172 update_position (map, x, y);
1407 } 1173 }
1408 else 1174 else
1409 update_object(last, UP_OBJ_REMOVE); 1175 update_object (last, UP_OBJ_REMOVE);
1410 1176
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1412 update_all_los(op->map, op->x, op->y); 1178 update_all_los (map, x, y);
1413 1179 }
1414} 1180}
1415 1181
1416/* 1182/*
1417 * merge_ob(op,top): 1183 * merge_ob(op,top):
1418 * 1184 *
1419 * This function goes through all objects below and including top, and 1185 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1186 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1187 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1188 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1189 */
1424 1190object *
1425object *merge_ob(object *op, object *top) { 1191merge_ob (object *op, object *top)
1192{
1426 if(!op->nrof) 1193 if (!op->nrof)
1427 return 0; 1194 return 0;
1195
1428 if(top==NULL) 1196 if (top == NULL)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1197 for (top = op; top != NULL && top->above != NULL; top = top->above);
1198
1430 for(;top!=NULL;top=top->below) { 1199 for (; top != NULL; top = top->below)
1200 {
1431 if(top==op) 1201 if (top == op)
1432 continue; 1202 continue;
1433 if (CAN_MERGE(op,top)) 1203
1434 { 1204 if (object::can_merge (op, top))
1205 {
1435 top->nrof+=op->nrof; 1206 top->nrof += op->nrof;
1207
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1209 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1210 op->destroy ();
1439 free_object(op);
1440 return top; 1211 return top;
1441 } 1212 }
1442 } 1213 }
1214
1443 return NULL; 1215 return 0;
1444} 1216}
1445 1217
1446/* 1218/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1448 * job preparing multi-part monsters 1220 * job preparing multi-part monsters
1449 */ 1221 */
1222object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{
1451 object* tmp; 1225 object *tmp;
1226
1452 if (op->head) 1227 if (op->head)
1453 op=op->head; 1228 op = op->head;
1229
1454 for (tmp=op;tmp;tmp=tmp->more){ 1230 for (tmp = op; tmp; tmp = tmp->more)
1231 {
1455 tmp->x=x+tmp->arch->clone.x; 1232 tmp->x = x + tmp->arch->clone.x;
1456 tmp->y=y+tmp->arch->clone.y; 1233 tmp->y = y + tmp->arch->clone.y;
1457 } 1234 }
1235
1458 return insert_ob_in_map (op, m, originator, flag); 1236 return insert_ob_in_map (op, m, originator, flag);
1459} 1237}
1460 1238
1461/* 1239/*
1462 * insert_ob_in_map (op, map, originator, flag): 1240 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1241 * This function inserts the object in the two-way linked list
1477 * new object if 'op' was merged with other object 1255 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1256 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1257 * just 'op' otherwise
1480 */ 1258 */
1481 1259
1260object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1262{
1484 object *tmp, *top, *floor=NULL; 1263 object *tmp, *top, *floor = NULL;
1485 sint16 x,y; 1264 sint16 x, y;
1486 1265
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1266 if (QUERY_FLAG (op, FLAG_FREED))
1267 {
1488 LOG (llevError, "Trying to insert freed object!\n"); 1268 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL; 1269 return NULL;
1270 }
1271
1272 if (m == NULL)
1490 } 1273 {
1491 if(m==NULL) { 1274 char *dump = dump_object (op);
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1494 return op; 1276 free (dump);
1277 return op;
1495 } 1278 }
1279
1496 if(out_of_map(m,op->x,op->y)) { 1280 if (out_of_map (m, op->x, op->y))
1497 dump_object(op); 1281 {
1282 char *dump = dump_object (op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1499#ifdef MANY_CORES 1284#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object 1285 /* Better to catch this here, as otherwise the next use of this object
1501 * is likely to cause a crash. Better to find out where it is getting 1286 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted. 1287 * improperly inserted.
1503 */ 1288 */
1504 abort(); 1289 abort ();
1505#endif 1290#endif
1506 return op; 1291 free (dump);
1292 return op;
1507 } 1293 }
1294
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1509 dump_object(op); 1296 {
1297 char *dump = dump_object (op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1511 return op; 1299 free (dump);
1300 return op;
1512 } 1301 }
1302
1513 if(op->more!=NULL) { 1303 if (op->more != NULL)
1304 {
1514 /* The part may be on a different map. */ 1305 /* The part may be on a different map. */
1515 1306
1516 object *more = op->more; 1307 object *more = op->more;
1517 1308
1518 /* We really need the caller to normalize coordinates - if 1309 /* We really need the caller to normalize coordinates - if
1519 * we set the map, that doesn't work if the location is within 1310 * we set the map, that doesn't work if the location is within
1520 * a map and this is straddling an edge. So only if coordinate 1311 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it. 1312 * is clear wrong do we normalize it.
1522 */ 1313 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1524 /* Debugging information so you can see the last coordinates this object had */
1525 more->ox = more->x;
1526 more->oy = more->y;
1527 more->map = get_map_from_coord(m, &more->x, &more->y); 1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1528 } else if (!more->map) { 1316 else if (!more->map)
1317 {
1529 /* For backwards compatibility - when not dealing with tiled maps, 1318 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent. 1319 * more->map should always point to the parent.
1531 */ 1320 */
1532 more->map = m; 1321 more->map = m;
1533 } 1322 }
1534 1323
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1536 if ( ! op->head) 1326 if (!op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1538 return NULL; 1329 return NULL;
1539 } 1330 }
1540 } 1331 }
1332
1541 CLEAR_FLAG(op,FLAG_REMOVED); 1333 CLEAR_FLAG (op, FLAG_REMOVED);
1542 1334
1543 /* Debugging information so you can see the last coordinates this object had */
1544 op->ox=op->x;
1545 op->oy=op->y;
1546
1547 /* Ideally, the caller figures this out. However, it complicates a lot 1335 /* Ideally, the caller figures this out. However, it complicates a lot
1548 * of areas of callers (eg, anything that uses find_free_spot would now 1336 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1337 * need extra work
1550 */ 1338 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1339 op->map = get_map_from_coord (m, &op->x, &op->y);
1552 x = op->x; 1340 x = op->x;
1553 y = op->y; 1341 y = op->y;
1554 1342
1555 /* this has to be done after we translate the coordinates. 1343 /* this has to be done after we translate the coordinates.
1556 */ 1344 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1345 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1347 if (object::can_merge (op, tmp))
1560 op->nrof+=tmp->nrof; 1348 {
1561 remove_ob(tmp); 1349 op->nrof += tmp->nrof;
1562 free_object(tmp); 1350 tmp->destroy ();
1563 } 1351 }
1564 }
1565 1352
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1354 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1356 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1357 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1358
1571 if (flag & INS_BELOW_ORIGINATOR) { 1359 if (flag & INS_BELOW_ORIGINATOR)
1360 {
1572 if (originator->map != op->map || originator->x != op->x || 1361 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1362 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1364 abort ();
1576 } 1365 }
1366
1577 op->above = originator; 1367 op->above = originator;
1578 op->below = originator->below; 1368 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1580 else SET_MAP_OB(op->map, op->x, op->y, op); 1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1581 /* since *below* originator, no need to update top */ 1375 /* since *below* originator, no need to update top */
1582 originator->below = op; 1376 originator->below = op;
1583 } else { 1377 }
1378 else
1379 {
1584 /* If there are other objects, then */ 1380 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 {
1586 object *last=NULL; 1383 object *last = NULL;
1587 /* 1384
1385 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1386 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1387 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1388 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1390 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1391 * Also, if there are spell objects on this space, we stop processing
1594 * once we get to them. This reduces the need to traverse over all of 1392 * once we get to them. This reduces the need to traverse over all of
1595 * them when adding another one - this saves quite a bit of cpu time 1393 * them when adding another one - this saves quite a bit of cpu time
1596 * when lots of spells are cast in one area. Currently, it is presumed 1394 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1395 * that flying non pickable objects are spell objects.
1598 */ 1396 */
1599 1397
1600 while (top != NULL) { 1398 while (top != NULL)
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1399 {
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1603 if (QUERY_FLAG(top, FLAG_NO_PICK) 1401 floor = top;
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1402
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1606 { 1404 {
1607 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1608 top=top->below; 1406 top = top->below;
1609 break; 1407 break;
1610 } 1408 }
1611 last = top; 1409
1612 top = top->above; 1410 last = top;
1613 } 1411 top = top->above;
1412 }
1413
1614 /* Don't want top to be NULL, so set it to the last valid object */ 1414 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last; 1415 top = last;
1616 1416
1617 /* We let update_position deal with figuring out what the space 1417 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1418 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1419 * makes things faster, and effectively the same result.
1620 */ 1420 */
1621 1421
1622 /* Have object 'fall below' other objects that block view. 1422 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1423 * Unless those objects are exits, type 66
1624 * If INS_ON_TOP is used, don't do this processing 1424 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1425 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1426 * stacking is a bit odd.
1627 */ 1427 */
1628 if (!(flag & INS_ON_TOP) && 1428 if (!(flag & INS_ON_TOP) &&
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1630 (op->face && !op->face->visibility)) { 1430 {
1631 for (last=top; last != floor; last=last->below) 1431 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break;
1633 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1435 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1437 * set top to the object below us.
1637 */ 1438 */
1638 if (last && last->below && last != floor) top=last->below; 1439 if (last && last->below && last != floor)
1639 } 1440 top = last->below;
1640 } /* If objects on this space */ 1441 }
1442 } /* If objects on this space */
1443
1641 if (flag & INS_MAP_LOAD) 1444 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1447 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor;
1644 1449
1645 /* Top is the object that our object (op) is going to get inserted above. 1450 /* Top is the object that our object (op) is going to get inserted above.
1646 */ 1451 */
1647 1452
1648 /* First object on this space */ 1453 /* First object on this space */
1649 if (!top) { 1454 if (!top)
1455 {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1651 if (op->above) op->above->below = op; 1457
1458 if (op->above)
1459 op->above->below = op;
1460
1652 op->below = NULL; 1461 op->below = NULL;
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1462 SET_MAP_OB (op->map, op->x, op->y, op);
1654 } else { /* get inserted into the stack above top */ 1463 }
1464 else
1465 { /* get inserted into the stack above top */
1655 op->above = top->above; 1466 op->above = top->above;
1656 if (op->above) op->above->below = op; 1467
1468 if (op->above)
1469 op->above->below = op;
1470
1657 op->below = top; 1471 op->below = top;
1658 top->above = op; 1472 top->above = op;
1659 } 1473 }
1474
1660 if (op->above==NULL) 1475 if (op->above == NULL)
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1476 SET_MAP_TOP (op->map, op->x, op->y, op);
1662 } /* else not INS_BELOW_ORIGINATOR */ 1477 } /* else not INS_BELOW_ORIGINATOR */
1663 1478
1664 if(op->type==PLAYER) 1479 if (op->type == PLAYER)
1665 op->contr->do_los=1; 1480 op->contr->do_los = 1;
1666 1481
1667 /* If we have a floor, we know the player, if any, will be above 1482 /* If we have a floor, we know the player, if any, will be above
1668 * it, so save a few ticks and start from there. 1483 * it, so save a few ticks and start from there.
1669 */ 1484 */
1670 if (!(flag & INS_MAP_LOAD)) 1485 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1672 if (tmp->type == PLAYER) 1487 if (tmp->type == PLAYER)
1673 tmp->contr->socket.update_look=1; 1488 tmp->contr->socket->floorbox_update ();
1674 }
1675 1489
1676 /* If this object glows, it may affect lighting conditions that are 1490 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1491 * visible to others on this map. But update_all_los is really
1678 * an inefficient way to do this, as it means los for all players 1492 * an inefficient way to do this, as it means los for all players
1679 * on the map will get recalculated. The players could very well 1493 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1494 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1495 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1496 * or just updating the P_NEED_UPDATE for spaces within this area
1683 * of effect may be sufficient. 1497 * of effect may be sufficient.
1684 */ 1498 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1500 update_all_los (op->map, op->x, op->y);
1687 1501
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1502 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1503 update_object (op, UP_OBJ_INSERT);
1691 1504
1692
1693 /* Don't know if moving this to the end will break anything. However, 1505 /* Don't know if moving this to the end will break anything. However,
1694 * we want to have update_look set above before calling this. 1506 * we want to have floorbox_update called before calling this.
1695 * 1507 *
1696 * check_move_on() must be after this because code called from 1508 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1509 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1510 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1511 * update_object().
1700 */ 1512 */
1701 1513
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1514 /* if this is not the head or flag has been passed, don't check walk on status */
1703
1704 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1515 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 {
1705 if (check_move_on(op, originator)) 1517 if (check_move_on (op, originator))
1706 return NULL; 1518 return NULL;
1707 1519
1708 /* If we are a multi part object, lets work our way through the check 1520 /* If we are a multi part object, lets work our way through the check
1709 * walk on's. 1521 * walk on's.
1710 */ 1522 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1713 return NULL; 1525 return NULL;
1714 } 1526 }
1527
1715 return op; 1528 return op;
1716} 1529}
1717 1530
1718/* this function inserts an object in the map, but if it 1531/* this function inserts an object in the map, but if it
1719 * finds an object of its own type, it'll remove that one first. 1532 * finds an object of its own type, it'll remove that one first.
1720 * op is the object to insert it under: supplies x and the map. 1533 * op is the object to insert it under: supplies x and the map.
1721 */ 1534 */
1535void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1723 object *tmp; 1538 object *
1724 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1725 1542
1726 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1727 1544
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1730 remove_ob(tmp); 1547 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1548
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1549 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1550
1737 1551 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1552 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1553 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 1554}
1741 1555
1742/* 1556/*
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1557 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1744 * is returned contains nr objects, and the remaining parts contains 1558 * is returned contains nr objects, and the remaining parts contains
1745 * the rest (or is removed and freed if that number is 0). 1559 * the rest (or is removed and freed if that number is 0).
1746 * On failure, NULL is returned, and the reason put into the 1560 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1561 * global static errmsg array.
1748 */ 1562 */
1749 1563
1564object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1565get_split_ob (object *orig_ob, uint32 nr)
1566{
1751 object *newob; 1567 object *newob;
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1569
1754 if(orig_ob->nrof<nr) { 1570 if (orig_ob->nrof < nr)
1755 sprintf(errmsg,"There are only %d %ss.",
1756 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1757 return NULL;
1758 } 1571 {
1572 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1573 return NULL;
1574 }
1575
1759 newob = object_create_clone(orig_ob); 1576 newob = object_create_clone (orig_ob);
1577
1760 if((orig_ob->nrof-=nr)<1) { 1578 if ((orig_ob->nrof -= nr) < 1)
1761 if ( ! is_removed) 1579 orig_ob->destroy (1);
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) { 1580 else if (!is_removed)
1581 {
1766 if(orig_ob->env!=NULL) 1582 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1584 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1585 {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1586 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1770 LOG(llevDebug,
1771 "Error, Tried to split object whose map is not in memory.\n"); 1587 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL; 1588 return NULL;
1773 } 1589 }
1774 } 1590 }
1591
1775 newob->nrof=nr; 1592 newob->nrof = nr;
1776 1593
1777 return newob; 1594 return newob;
1778} 1595}
1779 1596
1780/* 1597/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease_ob_nr(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1784 * 1601 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1603 */
1787 1604
1605object *
1788object *decrease_ob_nr (object *op, uint32 i) 1606decrease_ob_nr (object *op, uint32 i)
1789{ 1607{
1790 object *tmp; 1608 object *tmp;
1791 player *pl; 1609 player *pl;
1792 1610
1793 if (i == 0) /* objects with op->nrof require this check */ 1611 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1612 return op;
1795 1613
1796 if (i > op->nrof) 1614 if (i > op->nrof)
1797 i = op->nrof; 1615 i = op->nrof;
1798 1616
1799 if (QUERY_FLAG (op, FLAG_REMOVED)) 1617 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i;
1619 else if (op->env != NULL)
1620 {
1621 /* is this object in the players inventory, or sub container
1622 * therein?
1623 */
1624 tmp = is_player_inv (op->env);
1625 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player.
1630 */
1631 if (!tmp)
1632 {
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env)
1635 break;
1636 if (pl)
1637 tmp = pl->ob;
1638 else
1639 tmp = NULL;
1640 }
1641
1642 if (i < op->nrof)
1643 {
1644 sub_weight (op->env, op->weight * i);
1645 op->nrof -= i;
1646 if (tmp)
1647 {
1648 esrv_send_item (tmp, op);
1649 }
1650 }
1651 else
1652 {
1653 op->remove ();
1654 op->nrof = 0;
1655 if (tmp)
1656 {
1657 esrv_del_item (tmp->contr, op->count);
1658 }
1659 }
1800 { 1660 }
1661 else
1662 {
1663 object *above = op->above;
1664
1665 if (i < op->nrof)
1801 op->nrof -= i; 1666 op->nrof -= i;
1802 }
1803 else if (op->env != NULL)
1804 {
1805 /* is this object in the players inventory, or sub container
1806 * therein?
1807 */
1808 tmp = is_player_inv (op->env);
1809 /* nope. Is this a container the player has opened?
1810 * If so, set tmp to that player.
1811 * IMO, searching through all the players will mostly
1812 * likely be quicker than following op->env to the map,
1813 * and then searching the map for a player.
1814 */
1815 if (!tmp) {
1816 for (pl=first_player; pl; pl=pl->next)
1817 if (pl->ob->container == op->env) break;
1818 if (pl) tmp=pl->ob;
1819 else tmp=NULL;
1820 }
1821
1822 if (i < op->nrof) {
1823 sub_weight (op->env, op->weight * i);
1824 op->nrof -= i;
1825 if (tmp) {
1826 esrv_send_item(tmp, op);
1827 }
1828 } else { 1667 else
1668 {
1829 remove_ob (op); 1669 op->remove ();
1830 op->nrof = 0; 1670 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count);
1833 } 1671 }
1834 }
1835 }
1836 else
1837 {
1838 object *above = op->above;
1839 1672
1840 if (i < op->nrof) {
1841 op->nrof -= i;
1842 } else {
1843 remove_ob (op);
1844 op->nrof = 0;
1845 }
1846 /* Since we just removed op, op->above is null */ 1673 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above) 1674 for (tmp = above; tmp != NULL; tmp = tmp->above)
1848 if (tmp->type == PLAYER) { 1675 if (tmp->type == PLAYER)
1676 {
1849 if (op->nrof) 1677 if (op->nrof)
1850 esrv_send_item(tmp, op); 1678 esrv_send_item (tmp, op);
1851 else 1679 else
1852 esrv_del_item(tmp->contr, op->count); 1680 esrv_del_item (tmp->contr, op->count);
1853 } 1681 }
1854 } 1682 }
1855 1683
1856 if (op->nrof) { 1684 if (op->nrof)
1857 return op; 1685 return op;
1858 } else { 1686 else
1859 free_object (op); 1687 {
1688 op->destroy ();
1860 return NULL; 1689 return NULL;
1861 } 1690 }
1862} 1691}
1863 1692
1864/* 1693/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1694 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1695 * and also updates how much the environment(s) is/are carrying.
1867 */ 1696 */
1868 1697
1698void
1869void add_weight (object *op, signed long weight) { 1699add_weight (object *op, signed long weight)
1700{
1870 while (op!=NULL) { 1701 while (op != NULL)
1702 {
1871 if (op->type == CONTAINER) { 1703 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1704 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1705
1874 op->carrying+=weight; 1706 op->carrying += weight;
1875 op=op->env; 1707 op = op->env;
1876 } 1708 }
1877} 1709}
1878 1710
1711object *
1712insert_ob_in_ob (object *op, object *where)
1713{
1714 if (!where)
1715 {
1716 char *dump = dump_object (op);
1717 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1718 free (dump);
1719 return op;
1720 }
1721
1722 if (where->head)
1723 {
1724 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1725 where = where->head;
1726 }
1727
1728 return where->insert (op);
1729}
1730
1879/* 1731/*
1880 * insert_ob_in_ob(op,environment): 1732 * env->insert (op)
1881 * This function inserts the object op in the linked list 1733 * This function inserts the object op in the linked list
1882 * inside the object environment. 1734 * inside the object environment.
1883 * 1735 *
1884 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1885 * the inventory at the last position or next to other objects of the same
1886 * type.
1887 * Frank: Now sorted by type, archetype and magic!
1888 *
1889 * The function returns now pointer to inserted item, and return value can 1736 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1737 * be != op, if items are merged. -Tero
1891 */ 1738 */
1892 1739
1893object *insert_ob_in_ob(object *op,object *where) { 1740object *
1741object::insert (object *op)
1742{
1894 object *tmp, *otmp; 1743 object *tmp, *otmp;
1895 1744
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1745 if (!QUERY_FLAG (op, FLAG_REMOVED))
1897 dump_object(op); 1746 op->remove ();
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1747
1899 return op;
1900 }
1901 if(where==NULL) {
1902 dump_object(op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1904 return op;
1905 }
1906 if (where->head) {
1907 LOG(llevDebug,
1908 "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head;
1910 }
1911 if (op->more) { 1748 if (op->more)
1749 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1750 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1751 return op;
1915 } 1752 }
1753
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1754 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1755 CLEAR_FLAG (op, FLAG_REMOVED);
1918 if(op->nrof) { 1756 if (op->nrof)
1757 {
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1758 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1759 if (object::can_merge (tmp, op))
1760 {
1921 /* return the original object and remove inserted object 1761 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1762 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1763 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1764 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1765 * tmp->nrof, we need to increase the weight.
1926 */ 1766 */
1927 add_weight (where, op->weight*op->nrof); 1767 add_weight (this, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1768 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1769 op->destroy (); /* free the inserted object */
1930 op = tmp; 1770 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1771 op->remove (); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1772 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1773 break;
1934 } 1774 }
1935 1775
1936 /* I assume combined objects have no inventory 1776 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1777 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1778 * (if it was possible to merge). calling remove_ob will subtract
1939 * the weight, so we need to add it in again, since we actually do 1779 * the weight, so we need to add it in again, since we actually do
1940 * the linking below 1780 * the linking below
1941 */ 1781 */
1942 add_weight (where, op->weight*op->nrof); 1782 add_weight (this, op->weight * op->nrof);
1783 }
1943 } else 1784 else
1944 add_weight (where, (op->weight+op->carrying)); 1785 add_weight (this, (op->weight + op->carrying));
1945 1786
1946 otmp=is_player_inv(where); 1787 otmp = is_player_inv (this);
1947 if (otmp&&otmp->contr!=NULL) { 1788 if (otmp && otmp->contr)
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1790 fix_player (otmp);
1950 }
1951 1791
1952 op->map=NULL; 1792 op->map = NULL;
1953 op->env=where; 1793 op->env = this;
1954 op->above=NULL; 1794 op->above = NULL;
1955 op->below=NULL; 1795 op->below = NULL;
1956 op->x=0,op->y=0; 1796 op->x = 0, op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1797
1959 /* reset the light list and los of the players on the map */ 1798 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1799 if ((op->glow_radius != 0) && map)
1961 { 1800 {
1962#ifdef DEBUG_LIGHTS 1801#ifdef DEBUG_LIGHTS
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1802 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1803#endif /* DEBUG_LIGHTS */
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1804 if (MAP_DARKNESS (map))
1805 update_all_los (map, x, y);
1967 } 1806 }
1968 1807
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1808 /* Client has no idea of ordering so lets not bother ordering it here.
1970 * It sure simplifies this function... 1809 * It sure simplifies this function...
1971 */ 1810 */
1972 if (where->inv==NULL) 1811 if (!inv)
1973 where->inv=op; 1812 inv = op;
1974 else { 1813 else
1814 {
1975 op->below = where->inv; 1815 op->below = inv;
1976 op->below->above = op; 1816 op->below->above = op;
1977 where->inv = op; 1817 inv = op;
1978 } 1818 }
1819
1979 return op; 1820 return op;
1980} 1821}
1981 1822
1982/* 1823/*
1983 * Checks if any objects has a move_type that matches objects 1824 * Checks if any objects has a move_type that matches objects
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1839 * MSW 2001-07-08: Check all objects on space, not just those below
1999 * object being inserted. insert_ob_in_map may not put new objects 1840 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1841 * on top.
2001 */ 1842 */
2002 1843
1844int
2003int check_move_on (object *op, object *originator) 1845check_move_on (object *op, object *originator)
2004{ 1846{
2005 object *tmp; 1847 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map; 1848 maptile *m = op->map;
2008 int x=op->x, y=op->y; 1849 int x = op->x, y = op->y;
1850
2009 MoveType move_on, move_slow, move_block; 1851 MoveType move_on, move_slow, move_block;
2010 1852
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1853 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2012 return 0;
2013
2014 tag = op->count;
2015
2016 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2017 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2018 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2019
2020 /* if nothing on this space will slow op down or be applied,
2021 * no need to do checking below. have to make sure move_type
2022 * is set, as lots of objects don't have it set - we treat that
2023 * as walking.
2024 */
2025 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2026 return 0;
2027
2028 /* This is basically inverse logic of that below - basically,
2029 * if the object can avoid the move on or slow move, they do so,
2030 * but can't do it if the alternate movement they are using is
2031 * blocked. Logic on this seems confusing, but does seem correct.
2032 */
2033 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2034 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2035
2036 /* The objects have to be checked from top to bottom.
2037 * Hence, we first go to the top:
2038 */
2039
2040 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2041 tmp->above!=NULL; tmp=tmp->above) {
2042 /* Trim the search when we find the first other spell effect
2043 * this helps performance so that if a space has 50 spell objects,
2044 * we don't need to check all of them.
2045 */
2046 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2047 }
2048 for(;tmp!=NULL; tmp=tmp->below) {
2049 if (tmp == op) continue; /* Can't apply yourself */
2050
2051 /* Check to see if one of the movement types should be slowed down.
2052 * Second check makes sure that the movement types not being slowed
2053 * (~slow_move) is not blocked on this space - just because the
2054 * space doesn't slow down swimming (for example), if you can't actually
2055 * swim on that space, can't use it to avoid the penalty.
2056 */
2057 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2058 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2059 ((op->move_type & tmp->move_slow) &&
2060 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2061
2062 float diff;
2063
2064 diff = tmp->move_slow_penalty*FABS(op->speed);
2065 if (op->type == PLAYER) {
2066 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2067 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2068 diff /= 4.0;
2069 }
2070 }
2071 op->speed_left -= diff;
2072 }
2073 }
2074
2075 /* Basically same logic as above, except now for actual apply. */
2076 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2077 ((op->move_type & tmp->move_on) &&
2078 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2079
2080 move_apply(tmp, op, originator);
2081 if (was_destroyed (op, tag))
2082 return 1;
2083
2084 /* what the person/creature stepped onto has moved the object
2085 * someplace new. Don't process any further - if we did,
2086 * have a feeling strange problems would result.
2087 */
2088 if (op->map != m || op->x != x || op->y != y) return 0;
2089 }
2090 }
2091 return 0; 1854 return 0;
1855
1856 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1857 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1858 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1859
1860 /* if nothing on this space will slow op down or be applied,
1861 * no need to do checking below. have to make sure move_type
1862 * is set, as lots of objects don't have it set - we treat that
1863 * as walking.
1864 */
1865 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1866 return 0;
1867
1868 /* This is basically inverse logic of that below - basically,
1869 * if the object can avoid the move on or slow move, they do so,
1870 * but can't do it if the alternate movement they are using is
1871 * blocked. Logic on this seems confusing, but does seem correct.
1872 */
1873 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1874 return 0;
1875
1876 /* The objects have to be checked from top to bottom.
1877 * Hence, we first go to the top:
1878 */
1879
1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1881 {
1882 /* Trim the search when we find the first other spell effect
1883 * this helps performance so that if a space has 50 spell objects,
1884 * we don't need to check all of them.
1885 */
1886 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1887 break;
1888 }
1889
1890 for (; tmp; tmp = tmp->below)
1891 {
1892 if (tmp == op)
1893 continue; /* Can't apply yourself */
1894
1895 /* Check to see if one of the movement types should be slowed down.
1896 * Second check makes sure that the movement types not being slowed
1897 * (~slow_move) is not blocked on this space - just because the
1898 * space doesn't slow down swimming (for example), if you can't actually
1899 * swim on that space, can't use it to avoid the penalty.
1900 */
1901 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1902 {
1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1904 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1905 {
1906
1907 float
1908 diff = tmp->move_slow_penalty * FABS (op->speed);
1909
1910 if (op->type == PLAYER)
1911 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1912 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1913 diff /= 4.0;
1914
1915 op->speed_left -= diff;
1916 }
1917 }
1918
1919 /* Basically same logic as above, except now for actual apply. */
1920 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1921 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1922 {
1923 move_apply (tmp, op, originator);
1924
1925 if (op->destroyed ())
1926 return 1;
1927
1928 /* what the person/creature stepped onto has moved the object
1929 * someplace new. Don't process any further - if we did,
1930 * have a feeling strange problems would result.
1931 */
1932 if (op->map != m || op->x != x || op->y != y)
1933 return 0;
1934 }
1935 }
1936
1937 return 0;
2092} 1938}
2093 1939
2094/* 1940/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1941 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1942 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1943 * The first matching object is returned, or NULL if none.
2098 */ 1944 */
2099 1945
1946object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1947present_arch (const archetype *at, maptile *m, int x, int y)
1948{
2101 object *tmp; 1949 object *
1950 tmp;
1951
2102 if(m==NULL || out_of_map(m,x,y)) { 1952 if (m == NULL || out_of_map (m, x, y))
1953 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1954 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1955 return NULL;
2105 } 1956 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1957 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2107 if(tmp->arch == at) 1958 if (tmp->arch == at)
2108 return tmp; 1959 return tmp;
2109 return NULL; 1960 return NULL;
2110} 1961}
2111 1962
2112/* 1963/*
2113 * present(type, map, x, y) searches for any objects with 1964 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1965 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1966 * The first matching object is returned, or NULL if none.
2116 */ 1967 */
2117 1968
1969object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1970present (unsigned char type, maptile *m, int x, int y)
1971{
2119 object *tmp; 1972 object *
1973 tmp;
1974
2120 if(out_of_map(m,x,y)) { 1975 if (out_of_map (m, x, y))
1976 {
2121 LOG(llevError,"Present called outside map.\n"); 1977 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1978 return NULL;
2123 } 1979 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1980 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2125 if(tmp->type==type) 1981 if (tmp->type == type)
2126 return tmp; 1982 return tmp;
2127 return NULL; 1983 return NULL;
2128} 1984}
2129 1985
2130/* 1986/*
2131 * present_in_ob(type, object) searches for any objects with 1987 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1988 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1989 * The first matching object is returned, or NULL if none.
2134 */ 1990 */
2135 1991
1992object *
2136object *present_in_ob(unsigned char type, const object *op) { 1993present_in_ob (unsigned char type, const object *op)
1994{
2137 object *tmp; 1995 object *
1996 tmp;
1997
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 1999 if (tmp->type == type)
2140 return tmp; 2000 return tmp;
2141 return NULL; 2001 return NULL;
2142} 2002}
2143 2003
2144/* 2004/*
2154 * the object name, not the archetype name. this is so that the 2014 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 2015 * spell code can use one object type (force), but change it's name
2156 * to be unique. 2016 * to be unique.
2157 */ 2017 */
2158 2018
2019object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 2020present_in_ob_by_name (int type, const char *str, const object *op)
2021{
2160 object *tmp; 2022 object *
2023 tmp;
2161 2024
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 {
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 2028 return tmp;
2165 } 2029 }
2166 return NULL; 2030 return NULL;
2167} 2031}
2168 2032
2169/* 2033/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 2034 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 2035 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 2036 * The first matching object is returned, or NULL if none.
2173 */ 2037 */
2174 2038
2039object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 2040present_arch_in_ob (const archetype *at, const object *op)
2041{
2176 object *tmp; 2042 object *
2043 tmp;
2044
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 2046 if (tmp->arch == at)
2179 return tmp; 2047 return tmp;
2180 return NULL; 2048 return NULL;
2181} 2049}
2182 2050
2183/* 2051/*
2184 * activate recursively a flag on an object inventory 2052 * activate recursively a flag on an object inventory
2185 */ 2053 */
2054void
2186void flag_inv(object*op, int flag){ 2055flag_inv (object *op, int flag)
2056{
2187 object *tmp; 2057 object *
2058 tmp;
2059
2188 if(op->inv) 2060 if (op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 {
2190 SET_FLAG(tmp, flag); 2063 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 2064 flag_inv (tmp, flag);
2192 } 2065 }
2193}/* 2066} /*
2194 * desactivate recursively a flag on an object inventory 2067 * desactivate recursively a flag on an object inventory
2195 */ 2068 */
2069void
2196void unflag_inv(object*op, int flag){ 2070unflag_inv (object *op, int flag)
2071{
2197 object *tmp; 2072 object *
2073 tmp;
2074
2198 if(op->inv) 2075 if (op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 {
2200 CLEAR_FLAG(tmp, flag); 2078 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 2079 unflag_inv (tmp, flag);
2202 } 2080 }
2203} 2081}
2204 2082
2205/* 2083/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2084 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively). 2085 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for 2086 * If checksums are used, a player will get set_cheat called for
2209 * him/her-self and all object carried by a call to this function. 2087 * him/her-self and all object carried by a call to this function.
2210 */ 2088 */
2211 2089
2090void
2212void set_cheat(object *op) { 2091set_cheat (object *op)
2092{
2213 SET_FLAG(op, FLAG_WAS_WIZ); 2093 SET_FLAG (op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ); 2094 flag_inv (op, FLAG_WAS_WIZ);
2215} 2095}
2216 2096
2217/* 2097/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 2098 * find_free_spot(object, map, x, y, start, stop) will search for
2219 * a spot at the given map and coordinates which will be able to contain 2099 * a spot at the given map and coordinates which will be able to contain
2234 * to know if the space in question will block the object. We can't use 2114 * to know if the space in question will block the object. We can't use
2235 * the archetype because that isn't correct if the monster has been 2115 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 2116 * customized, changed states, etc.
2237 */ 2117 */
2238 2118
2119int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2120find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2121{
2122 int
2123 i,
2240 int i,index=0, flag; 2124 index = 0, flag;
2125 static int
2241 static int altern[SIZEOFFREE]; 2126 altern[SIZEOFFREE];
2242 2127
2243 for(i=start;i<stop;i++) { 2128 for (i = start; i < stop; i++)
2129 {
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2130 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2245 if(!flag) 2131 if (!flag)
2246 altern[index++]=i; 2132 altern[index++] = i;
2247 2133
2248 /* Basically, if we find a wall on a space, we cut down the search size. 2134 /* Basically, if we find a wall on a space, we cut down the search size.
2249 * In this way, we won't return spaces that are on another side of a wall. 2135 * In this way, we won't return spaces that are on another side of a wall.
2250 * This mostly work, but it cuts down the search size in all directions - 2136 * This mostly work, but it cuts down the search size in all directions -
2251 * if the space being examined only has a wall to the north and empty 2137 * if the space being examined only has a wall to the north and empty
2252 * spaces in all the other directions, this will reduce the search space 2138 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 2139 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2140 * won't look 2 spaces south of the target space.
2255 */ 2141 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2257 stop=maxfree[i]; 2143 stop = maxfree[i];
2258 } 2144 }
2259 if(!index) return -1; 2145 if (!index)
2146 return -1;
2260 return altern[RANDOM()%index]; 2147 return altern[RANDOM () % index];
2261} 2148}
2262 2149
2263/* 2150/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2151 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2152 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 2153 * But it will return the first available spot, not a random choice.
2267 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2154 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2155 */
2269 2156
2157int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2158find_first_free_spot (const object *ob, maptile *m, int x, int y)
2159{
2160 int
2271 int i; 2161 i;
2162
2272 for(i=0;i<SIZEOFFREE;i++) { 2163 for (i = 0; i < SIZEOFFREE; i++)
2164 {
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2165 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2166 return i;
2275 } 2167 }
2276 return -1; 2168 return -1;
2277} 2169}
2278 2170
2279/* 2171/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2172 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2173 * arr[begin..end-1].
2282 */ 2174 */
2175static void
2283static void permute(int *arr, int begin, int end) 2176permute (int *arr, int begin, int end)
2284{ 2177{
2285 int i, j, tmp, len; 2178 int
2179 i,
2180 j,
2181 tmp,
2182 len;
2286 2183
2287 len = end-begin; 2184 len = end - begin;
2288 for(i = begin; i < end; i++) 2185 for (i = begin; i < end; i++)
2289 { 2186 {
2290 j = begin+RANDOM()%len; 2187 j = begin + RANDOM () % len;
2291 2188
2292 tmp = arr[i]; 2189 tmp = arr[i];
2293 arr[i] = arr[j]; 2190 arr[i] = arr[j];
2294 arr[j] = tmp; 2191 arr[j] = tmp;
2295 } 2192 }
2296} 2193}
2297 2194
2298/* new function to make monster searching more efficient, and effective! 2195/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2196 * This basically returns a randomized array (in the passed pointer) of
2300 * the spaces to find monsters. In this way, it won't always look for 2197 * the spaces to find monsters. In this way, it won't always look for
2301 * monsters to the north first. However, the size of the array passed 2198 * monsters to the north first. However, the size of the array passed
2302 * covers all the spaces, so within that size, all the spaces within 2199 * covers all the spaces, so within that size, all the spaces within
2303 * the 3x3 area will be searched, just not in a predictable order. 2200 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2201 */
2202void
2305void get_search_arr(int *search_arr) 2203get_search_arr (int *search_arr)
2306{ 2204{
2205 int
2307 int i; 2206 i;
2308 2207
2309 for(i = 0; i < SIZEOFFREE; i++) 2208 for (i = 0; i < SIZEOFFREE; i++)
2310 { 2209 {
2311 search_arr[i] = i; 2210 search_arr[i] = i;
2312 } 2211 }
2313 2212
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2213 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2216}
2318 2217
2319/* 2218/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2219 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2220 * given map at the given coordinates for live objects.
2327 * is actually want is going to try and move there. We need this info 2226 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move 2227 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2228 * there is capable of.
2330 */ 2229 */
2331 2230
2231int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2232find_dir (maptile *m, int x, int y, object *exclude)
2233{
2234 int
2235 i,
2333 int i,max=SIZEOFFREE, mflags; 2236 max = SIZEOFFREE, mflags;
2237
2334 sint16 nx, ny; 2238 sint16 nx, ny;
2335 object *tmp; 2239 object *
2336 mapstruct *mp; 2240 tmp;
2241 maptile *
2242 mp;
2243
2337 MoveType blocked, move_type; 2244 MoveType blocked, move_type;
2338 2245
2339 if (exclude && exclude->head) { 2246 if (exclude && exclude->head)
2247 {
2340 exclude = exclude->head; 2248 exclude = exclude->head;
2341 move_type = exclude->move_type; 2249 move_type = exclude->move_type;
2342 } else { 2250 }
2251 else
2252 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2253 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2254 move_type = MOVE_ALL;
2255 }
2256
2257 for (i = 1; i < max; i++)
2345 } 2258 {
2346 2259 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2260 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2261 ny = y + freearr_y[i];
2351 2262
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2353 if (mflags & P_OUT_OF_MAP) { 2264 if (mflags & P_OUT_OF_MAP)
2265 {
2354 max = maxfree[i]; 2266 max = maxfree[i];
2355 } else { 2267 }
2268 else
2269 {
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2357 2271
2358 if ((move_type & blocked) == move_type) { 2272 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2273 {
2274 max = maxfree[i];
2275 }
2360 } else if (mflags & P_IS_ALIVE) { 2276 else if (mflags & P_IS_ALIVE)
2277 {
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2278 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2279 {
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2364 break; 2281 {
2365 } 2282 break;
2366 } 2283 }
2367 if(tmp) { 2284 }
2368 return freedir[i]; 2285 if (tmp)
2369 } 2286 {
2287 return freedir[i];
2288 }
2289 }
2290 }
2370 } 2291 }
2371 }
2372 }
2373 return 0; 2292 return 0;
2374} 2293}
2375 2294
2376/* 2295/*
2377 * distance(object 1, object 2) will return the square of the 2296 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2297 * distance between the two given objects.
2379 */ 2298 */
2380 2299
2300int
2381int distance(const object *ob1, const object *ob2) { 2301distance (const object *ob1, const object *ob2)
2302{
2382 int i; 2303 int
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2304 i;
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2305
2306 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2385 return i; 2307 return i;
2386} 2308}
2387 2309
2388/* 2310/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2311 * find_dir_2(delta-x,delta-y) will return a direction in which
2390 * an object which has subtracted the x and y coordinates of another 2312 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2313 * object, needs to travel toward it.
2392 */ 2314 */
2393 2315
2316int
2394int find_dir_2(int x, int y) { 2317find_dir_2 (int x, int y)
2318{
2395 int q; 2319 int
2320 q;
2396 2321
2397 if(y) 2322 if (y)
2398 q=x*100/y; 2323 q = x * 100 / y;
2399 else if (x) 2324 else if (x)
2400 q= -300*x; 2325 q = -300 * x;
2401 else 2326 else
2402 return 0; 2327 return 0;
2403 2328
2404 if(y>0) { 2329 if (y > 0)
2330 {
2405 if(q < -242) 2331 if (q < -242)
2406 return 3 ; 2332 return 3;
2407 if (q < -41) 2333 if (q < -41)
2408 return 2 ; 2334 return 2;
2409 if (q < 41) 2335 if (q < 41)
2410 return 1 ; 2336 return 1;
2411 if (q < 242) 2337 if (q < 242)
2412 return 8 ; 2338 return 8;
2413 return 7 ; 2339 return 7;
2414 } 2340 }
2415 2341
2416 if (q < -242) 2342 if (q < -242)
2417 return 7 ; 2343 return 7;
2418 if (q < -41) 2344 if (q < -41)
2419 return 6 ; 2345 return 6;
2420 if (q < 41) 2346 if (q < 41)
2421 return 5 ; 2347 return 5;
2422 if (q < 242) 2348 if (q < 242)
2423 return 4 ; 2349 return 4;
2424 2350
2425 return 3 ; 2351 return 3;
2426} 2352}
2427 2353
2428/* 2354/*
2429 * absdir(int): Returns a number between 1 and 8, which represent 2355 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of 2356 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction). 2357 * "overflow" in previous calculations of a direction).
2432 */ 2358 */
2433 2359
2360int
2434int absdir(int d) { 2361absdir (int d)
2435 while(d<1) d+=8; 2362{
2436 while(d>8) d-=8; 2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2437 return d; 2367 return d;
2438} 2368}
2439 2369
2440/* 2370/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2372 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2373 */
2444 2374
2375int
2445int dirdiff(int dir1, int dir2) { 2376dirdiff (int dir1, int dir2)
2377{
2446 int d; 2378 int
2379 d;
2380
2447 d = abs(dir1 - dir2); 2381 d = abs (dir1 - dir2);
2448 if(d>4) 2382 if (d > 4)
2449 d = 8 - d; 2383 d = 8 - d;
2450 return d; 2384 return d;
2451} 2385}
2452 2386
2453/* peterm: 2387/* peterm:
2458 * direction 4, 14, or 16 to get back to where we are. 2392 * direction 4, 14, or 16 to get back to where we are.
2459 * Moved from spell_util.c to object.c with the other related direction 2393 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2394 * functions.
2461 */ 2395 */
2462 2396
2397int
2463int reduction_dir[SIZEOFFREE][3] = { 2398 reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2399 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2400 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2401 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2402 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2403 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2404 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2405 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2406 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2407 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2408 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2409 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2410 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2411 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2412 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2413 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2414 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2415 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2416 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2417 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2418 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2419 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2420 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2421 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2422 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2423 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2424 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2425 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2426 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2427 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2428 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2429 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2430 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2431 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2432 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2433 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2434 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2435 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2436 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2437 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2438 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2439 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2440 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2441 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2442 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2443 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2444 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2445 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2446 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2447 {24, 9, -1}
2448}; /* 48 */
2513 2449
2514/* Recursive routine to step back and see if we can 2450/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2451 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2452 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2453 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2454 * Modified to be map tile aware -.MSW
2519 */ 2455 */
2520
2521 2456
2457
2458int
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2459can_see_monsterP (maptile *m, int x, int y, int dir)
2460{
2523 sint16 dx, dy; 2461 sint16 dx, dy;
2462 int
2524 int mflags; 2463 mflags;
2525 2464
2465 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2466 return 0; /* exit condition: invalid direction */
2527 2467
2528 dx = x + freearr_x[dir]; 2468 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2469 dy = y + freearr_y[dir];
2530 2470
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2471 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2472
2533 /* This functional arguably was incorrect before - it was 2473 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2474 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2475 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2476 * literal on if we can see it. To know if we can actually
2537 * move to the monster, we'd need the monster passed in or 2477 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2478 * at least its move type.
2539 */ 2479 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2480 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2481 return 0;
2541 2482
2542 /* yes, can see. */ 2483 /* yes, can see. */
2543 if(dir < 9) return 1; 2484 if (dir < 9)
2485 return 1;
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2487 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2547} 2488}
2548 2489
2549 2490
2550 2491
2551/* 2492/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2493 * can_pick(picker, item): finds out if an object is possible to be
2553 * picked up by the picker. Returnes 1 if it can be 2494 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2495 * picked up, otherwise 0.
2555 * 2496 *
2557 * core dumps if they do. 2498 * core dumps if they do.
2558 * 2499 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2500 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2501 */
2561 2502
2503int
2562int can_pick(const object *who, const object *item) { 2504can_pick (const object *who, const object *item)
2505{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2566 (who->type==PLAYER||item->weight<who->weight/3));
2567} 2509}
2568 2510
2569 2511
2570/* 2512/*
2571 * create clone from object to another 2513 * create clone from object to another
2572 */ 2514 */
2515object *
2573object *object_create_clone (object *asrc) { 2516object_create_clone (object *asrc)
2517{
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2518 object *dst = 0, *tmp, *src, *part, *prev, *item;
2575 2519
2576 if(!asrc) return NULL; 2520 if (!asrc)
2521 return 0;
2522
2577 src = asrc; 2523 src = asrc;
2578 if(src->head) 2524 if (src->head)
2579 src = src->head; 2525 src = src->head;
2580 2526
2581 prev = NULL; 2527 prev = 0;
2582 for(part = src; part; part = part->more) { 2528 for (part = src; part; part = part->more)
2583 tmp = get_object(); 2529 {
2584 copy_object(part,tmp); 2530 tmp = part->clone ();
2585 tmp->x -= src->x; 2531 tmp->x -= src->x;
2586 tmp->y -= src->y; 2532 tmp->y -= src->y;
2533
2587 if(!part->head) { 2534 if (!part->head)
2535 {
2588 dst = tmp; 2536 dst = tmp;
2589 tmp->head = NULL; 2537 tmp->head = 0;
2538 }
2590 } else { 2539 else
2540 {
2591 tmp->head = dst; 2541 tmp->head = dst;
2592 } 2542 }
2543
2593 tmp->more = NULL; 2544 tmp->more = 0;
2545
2594 if(prev) 2546 if (prev)
2595 prev->more = tmp; 2547 prev->more = tmp;
2548
2596 prev = tmp; 2549 prev = tmp;
2597 } 2550 }
2598 /*** copy inventory ***/ 2551
2599 for(item = src->inv; item; item = item->below) { 2552 for (item = src->inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2553 insert_ob_in_ob (object_create_clone (item), dst);
2601 }
2602 2554
2603 return dst; 2555 return dst;
2604}
2605
2606/* return true if the object was destroyed, 0 otherwise */
2607int was_destroyed (const object *op, tag_t old_tag)
2608{
2609 /* checking for FLAG_FREED isn't necessary, but makes this function more
2610 * robust */
2611 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612} 2556}
2613 2557
2614/* GROS - Creates an object using a string representing its content. */ 2558/* GROS - Creates an object using a string representing its content. */
2615/* Basically, we save the content of the string to a temp file, then call */ 2559/* Basically, we save the content of the string to a temp file, then call */
2616/* load_object on it. I admit it is a highly inefficient way to make things, */ 2560/* load_object on it. I admit it is a highly inefficient way to make things, */
2617/* but it was simple to make and allows reusing the load_object function. */ 2561/* but it was simple to make and allows reusing the load_object function. */
2618/* Remember not to use load_object_str in a time-critical situation. */ 2562/* Remember not to use load_object_str in a time-critical situation. */
2619/* Also remember that multiparts objects are not supported for now. */ 2563/* Also remember that multiparts objects are not supported for now. */
2620 2564
2565object *
2621object* load_object_str(const char *obstr) 2566load_object_str (const char *obstr)
2622{ 2567{
2623 object *op; 2568 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF]; 2569 char filename[MAX_BUF];
2570
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2572
2627 tempfile=fopen(filename,"w"); 2573 FILE *tempfile = fopen (filename, "w");
2574
2628 if (tempfile == NULL) 2575 if (tempfile == NULL)
2629 { 2576 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n"); 2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2631 return NULL; 2578 return NULL;
2632 }; 2579 }
2580
2633 fprintf(tempfile,obstr); 2581 fprintf (tempfile, obstr);
2634 fclose(tempfile); 2582 fclose (tempfile);
2635 2583
2636 op=get_object(); 2584 op = object::create ();
2637 2585
2638 tempfile=fopen(filename,"r"); 2586 object_thawer thawer (filename);
2639 if (tempfile == NULL) 2587
2640 { 2588 if (thawer)
2641 LOG(llevError,"Error - Unable to read object temp file\n"); 2589 load_object (thawer, op, 0);
2642 return NULL; 2590
2643 };
2644 load_object(tempfile,op,LO_NEWFILE,0);
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2592 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2593
2648 return op; 2594 return op;
2649} 2595}
2650 2596
2651/* This returns the first object in who's inventory that 2597/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2598 * has the same type and subtype match.
2653 * returns NULL if no match. 2599 * returns NULL if no match.
2654 */ 2600 */
2601object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2602find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2603{
2657 object *tmp; 2604 object *tmp;
2658 2605
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2606 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2607 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp;
2661 2609
2662 return NULL; 2610 return NULL;
2663} 2611}
2664 2612
2665/* If ob has a field named key, return the link from the list, 2613/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2614 * otherwise return NULL.
2667 * 2615 *
2668 * key must be a passed in shared string - otherwise, this won't 2616 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2617 * do the desired thing.
2670 */ 2618 */
2619key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2620get_ob_key_link (const object *ob, const char *key)
2621{
2672 key_value * link; 2622 key_value *link;
2673 2623
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2624 for (link = ob->key_values; link != NULL; link = link->next)
2675 if (link->key == key) { 2625 if (link->key == key)
2676 return link; 2626 return link;
2677 } 2627
2678 }
2679
2680 return NULL; 2628 return NULL;
2681} 2629}
2682 2630
2683/* 2631/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2632 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2633 *
2686 * The argument doesn't need to be a shared string. 2634 * The argument doesn't need to be a shared string.
2687 * 2635 *
2688 * The returned string is shared. 2636 * The returned string is shared.
2689 */ 2637 */
2638const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2639get_ob_key_value (const object *op, const char *const key)
2640{
2691 key_value * link; 2641 key_value *link;
2692 const char * canonical_key; 2642 shstr_cmp canonical_key (key);
2643
2644 if (!canonical_key)
2693 2645 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2646 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2647 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2648 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2649 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2650 */
2702 return NULL; 2651 return 0;
2703 } 2652 }
2704 2653
2705 /* This is copied from get_ob_key_link() above - 2654 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2655 * only 4 lines, and saves the function call overhead.
2707 */ 2656 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2657 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2658 if (link->key == canonical_key)
2710 return link->value; 2659 return link->value;
2711 } 2660
2712 } 2661 return 0;
2713 return NULL;
2714} 2662}
2715 2663
2716 2664
2717/* 2665/*
2718 * Updates the canonical_key in op to value. 2666 * 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 2670 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2671 * keys.
2724 * 2672 *
2725 * Returns TRUE on success. 2673 * Returns TRUE on success.
2726 */ 2674 */
2675int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2676set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2677{
2678 key_value *
2728 key_value * field = NULL, *last=NULL; 2679 field = NULL, *last = NULL;
2729 2680
2730 for (field=op->key_values; field != NULL; field=field->next) { 2681 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2682 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2683 if (field->key != canonical_key)
2737 if (value) 2684 {
2738 field->value = add_string(value); 2685 last = field;
2739 else { 2686 continue;
2687 }
2688
2689 if (value)
2690 field->value = value;
2691 else
2692 {
2740 /* Basically, if the archetype has this key set, 2693 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2694 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2695 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2696 * we get this value back again.
2744 */ 2697 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2698 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2699 field->value = 0;
2747 else { 2700 else
2748 /* Delete this link */ 2701 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2702 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2703 last->next = field->next;
2751 if (last) last->next = field->next; 2704 else
2752 else op->key_values = field->next; 2705 op->key_values = field->next;
2753 free(field); 2706
2754 } 2707 delete field;
2755 } 2708 }
2709 }
2756 return TRUE; 2710 return TRUE;
2757 } 2711 }
2758 /* IF we get here, key doesn't exist */ 2712 /* IF we get here, key doesn't exist */
2759 2713
2760 /* No field, we'll have to add it. */ 2714 /* No field, we'll have to add it. */
2715
2716 if (!add_key)
2761 2717 {
2762 if (!add_key) {
2763 return FALSE; 2718 return FALSE;
2764 } 2719 }
2765 /* There isn't any good reason to store a null 2720 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2721 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2722 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2723 * be here. If user wants to store empty strings,
2769 * should pass in "" 2724 * should pass in ""
2770 */ 2725 */
2771 if (value == NULL) return TRUE; 2726 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; 2727 return TRUE;
2728
2729 field = new key_value;
2730
2731 field->key = canonical_key;
2732 field->value = value;
2733 /* Usual prepend-addition. */
2734 field->next = op->key_values;
2735 op->key_values = field;
2736
2737 return TRUE;
2782} 2738}
2783 2739
2784/* 2740/*
2785 * Updates the key in op to value. 2741 * Updates the key in op to value.
2786 * 2742 *
2788 * and not add new ones. 2744 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2745 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2746 *
2791 * Returns TRUE on success. 2747 * Returns TRUE on success.
2792 */ 2748 */
2749int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2750set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2751{
2795 int floating_ref = FALSE; 2752 shstr key_ (key);
2796 int ret; 2753
2754 return set_ob_key_value_s (op, key_, value, add_key);
2755}
2756
2757object::depth_iterator::depth_iterator (object *container)
2758: iterator_base (container)
2759{
2760 while (item->inv)
2761 item = item->inv;
2762}
2763
2764void
2765object::depth_iterator::next ()
2766{
2767 if (item->below)
2797 2768 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2769 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2770
2800 */ 2771 while (item->inv)
2772 item = item->inv;
2801 2773 }
2802 canonical_key = find_string(key); 2774 else
2803 if (canonical_key == NULL) { 2775 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} 2776}
2777
2778// return a suitable string describing an objetc in enough detail to find it
2779const char *
2780object::debug_desc (char *info) const
2781{
2782 char info2[256 * 3];
2783 char *p = info;
2784
2785 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2786 count,
2787 &name,
2788 title ? " " : "",
2789 title ? (const char *)title : "");
2790
2791 if (env)
2792 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2793
2794 if (map)
2795 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2796
2797 return info;
2798}
2799
2800const char *
2801object::debug_desc () const
2802{
2803 static char info[256 * 3];
2804 return debug_desc (info);
2805}
2806

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