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Comparing deliantra/server/common/object.C (file contents):
Revision 1.10 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.72 by elmex, Tue Dec 19 15:30:01 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.10 2006/08/31 17:54:14 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
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 209 * used to store nrof).
135 */ 210 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
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))
137 return 0; 260 return 0;
138 261
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 264 return 0;
145 265
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 266 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 267 * if it is valid.
158 */ 268 */
159 } 269 }
160 270
161 /* 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
163 * 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
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
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) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
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))
276 return 0;
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
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
214 return 0; 298 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 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 *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 378dump_object (object *op)
332 if(op==NULL) { 379{
333 strcpy(errmsg,"[NULL pointer]"); 380 if (!op)
334 return; 381 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 382
340void dump_all_objects(void) { 383 object_freezer freezer;
341 object *op; 384 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 385 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 386}
347 387
348/* 388/*
349 * 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
350 * multi-object 1 which is closest to the second object. 390 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 391 * If it's not a multi-object, it is returned.
352 */ 392 */
353 393
394object *
354object *get_nearest_part(object *op, const object *pl) { 395get_nearest_part (object *op, const object *pl)
396{
355 object *tmp,*closest; 397 object *tmp, *closest;
356 int last_dist,i; 398 int last_dist, i;
399
357 if(op->more==NULL) 400 if (op->more == NULL)
358 return op; 401 return op;
359 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)
360 if((i=distance(tmp,pl))<last_dist) 403 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 404 closest = tmp, last_dist = i;
362 return closest; 405 return closest;
363} 406}
364 407
365/* 408/*
366 * 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.
367 */ 410 */
368 411
412object *
369object *find_object(tag_t i) { 413find_object (tag_t i)
370 object *op; 414{
371 for(op=objects;op!=NULL;op=op->next) 415 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 416 if (op->count == i)
373 break; 417 return op;
418
374 return op; 419 return 0;
375} 420}
376 421
377/* 422/*
378 * 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.
379 * Used only by the patch command, but not all that useful. 424 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 425 * Enables features like "patch <name-of-other-player> food 999"
381 */ 426 */
382 427
428object *
383object *find_object_name(const char *str) { 429find_object_name (const char *str)
384 const char *name=add_string(str); 430{
431 shstr_cmp str_ (str);
385 object *op; 432 object *op;
433
386 for(op=objects;op!=NULL;op=op->next) 434 for (op = object::first; op != NULL; op = op->next)
387 if(op->name==name) 435 if (op->name == str_)
388 break; 436 break;
389 free_string(name); 437
390 return op; 438 return op;
391} 439}
392 440
441void
393void free_all_object_data(void) { 442free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 443{
435 if (!op) return; 444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 445}
443
444
445 446
446/* 447/*
447 * 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
448 * skill and experience objects. 449 * skill and experience objects.
449 */ 450 */
450void set_owner (object *op, object *owner) 451void
452object::set_owner (object *owner)
451{ 453{
452 if(owner==NULL||op==NULL) 454 if (!owner)
453 return; 455 return;
454 456
455 /* next line added to allow objects which own objects */ 457 /* next line added to allow objects which own objects */
456 /* 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
457 * with the fireball owning a poison cloud which then owned the 459 * with the fireball owning a poison cloud which then owned the
458 * 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
459 * freed and then another object replacing it. Since the ownercounts 461 * freed and then another object replacing it. Since the ownercounts
460 * 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.
461 */ 463 */
462 while (owner->owner && owner!=owner->owner && 464 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 465 owner = owner->owner;
464 466
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 467 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 468}
518 469
519/* Zero the key_values on op, decrementing the shared-string 470/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 471 * refcounts and freeing the links.
521 */ 472 */
473static void
522static void free_key_values(object * op) { 474free_key_values (object *op)
523 key_value * i; 475{
524 key_value * next = NULL; 476 for (key_value *i = op->key_values; i != 0;)
525 477 {
526 if (op->key_values == NULL) return; 478 key_value *next = i->next;
479 delete i;
480
481 i = next;
527 482 }
528 for (i = op->key_values; i != NULL; i = next) { 483
529 /* Store next *first*. */
530 next = i->next;
531
532 if (i->key) FREE_AND_CLEAR_STR(i->key);
533 if (i->value) FREE_AND_CLEAR_STR(i->value);
534 i->next = NULL;
535 free(i);
536 }
537
538 op->key_values = NULL; 484 op->key_values = 0;
539} 485}
540 486
487void object::clear ()
488{
489 attachable_base::clear ();
541 490
542/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object(object *op) {
548 op->clear ();
549
550 event *evt;
551 event *evt2;
552
553 /* redo this to be simpler/more efficient. Was also seeing
554 * crashes in the old code. Move this to the top - am
555 * seeing periodic crashes in this code, and would like to have
556 * as much info available as possible (eg, object name).
557 */
558 for (evt = op->events; evt; evt=evt2) {
559 evt2 = evt->next;
560
561 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
562 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
563 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
564
565 free(evt);
566 }
567 op->events = NULL;
568
569 free_key_values(op); 491 free_key_values (this);
570 492
571 /* the memset will clear all these values for us, but we need 493 owner = 0;
572 * to reduce the refcount on them. 494 name = 0;
573 */ 495 name_pl = 0;
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 496 title = 0;
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 497 race = 0;
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 498 slaying = 0;
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 499 skill = 0;
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 500 msg = 0;
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 501 lore = 0;
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 502 custom_name = 0;
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 503 materialname = 0;
582 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;
583 515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
584 517
585 memset((void*)op, 0, sizeof (object_special));
586 /* Below here, we clear things that are not done by the memset,
587 * or set default values that are not zero.
588 */
589 /* This is more or less true */
590 SET_FLAG(op, FLAG_REMOVED); 518 SET_FLAG (this, FLAG_REMOVED);
591 519
592
593 op->contr = NULL;
594 op->below=NULL;
595 op->above=NULL;
596 op->inv=NULL;
597 op->events=NULL;
598 op->container=NULL;
599 op->env=NULL;
600 op->more=NULL;
601 op->head=NULL;
602 op->map=NULL;
603 op->refcount=0;
604 op->active_next = NULL;
605 op->active_prev = NULL;
606 /* What is not cleared is next, prev, and count */ 520 /* What is not cleared is next, prev, and count */
607 521
608 op->expmul=1.0; 522 expmul = 1.0;
609 op->face = blank_face; 523 face = blank_face;
610 op->attacked_by_count = (tag_t) -1; 524
611 if (settings.casting_time) 525 if (settings.casting_time)
612 op->casting_time = -1; 526 casting_time = -1;
613
614} 527}
615 528
616/* 529/*
617 * copy object first frees everything allocated by the second object, 530 * copy_to first frees everything allocated by the dst object,
618 * and then copies the contends of the first object into the second 531 * and then copies the contents of itself into the second
619 * object, allocating what needs to be allocated. Basically, any 532 * object, allocating what needs to be allocated. Basically, any
620 * 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,
621 * 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
622 * will point at garbage. 535 * will point at garbage.
623 */ 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);
624 542
625void copy_object(object *op2, object *op) { 543 *(object_copy *)dst = *this;
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 544 *(object_pod *)dst = *this;
627 event *evt, *evt2, *evt_new;
628 545
629 op->clear (); 546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
630 548
631 /* Decrement the refcounts, but don't bother zeroing the fields; 549 if (is_freed)
632 they'll be overwritten by memcpy. */ 550 SET_FLAG (dst, FLAG_FREED);
633 if(op->name!=NULL) free_string(op->name);
634 if(op->name_pl!=NULL) free_string(op->name_pl);
635 if(op->title!=NULL) free_string(op->title);
636 if(op->race!=NULL) free_string(op->race);
637 if(op->slaying!=NULL) free_string(op->slaying);
638 if(op->skill!=NULL) free_string(op->skill);
639 if(op->msg!=NULL) free_string(op->msg);
640 if(op->lore!=NULL) free_string(op->lore);
641 if(op->materialname != NULL) free_string(op->materialname);
642 if(op->custom_name != NULL) free_string(op->custom_name);
643 551
644 /* Basically, same code as from clear_object() */ 552 if (is_removed)
645 for (evt = op->events; evt; evt=evt2) { 553 SET_FLAG (dst, FLAG_REMOVED);
646 evt2 = evt->next;
647 554
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 555 if (speed < 0)
649 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
650 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
651
652 free(evt);
653 }
654 op->events = NULL;
655
656 free_key_values(op);
657
658 *(object_special *)op = *(object_special *)op2;
659 op2->clone (op);
660
661 if(is_freed) SET_FLAG(op,FLAG_FREED);
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
663 if(op->name!=NULL) add_refcount(op->name);
664 if(op->name_pl!=NULL) add_refcount(op->name_pl);
665 if(op->title!=NULL) add_refcount(op->title);
666 if(op->race!=NULL) add_refcount(op->race);
667 if(op->slaying!=NULL) add_refcount(op->slaying);
668 if(op->skill!=NULL) add_refcount(op->skill);
669 if(op->lore!=NULL) add_refcount(op->lore);
670 if(op->msg!=NULL) add_refcount(op->msg);
671 if(op->custom_name!=NULL) add_refcount(op->custom_name);
672 if (op->materialname != NULL) add_refcount(op->materialname);
673
674 if((op2->speed<0) && !editor)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
676 557
677 /* Copy over event information */
678 evt2 = NULL;
679 for (evt = op2->events; evt; evt=evt->next) {
680 evt_new = (event *) malloc(sizeof(event));
681 memcpy(evt_new, evt, sizeof(event));
682 if (evt_new->hook) add_refcount(evt_new->hook);
683 if (evt_new->plugin) add_refcount(evt_new->plugin);
684 if (evt_new->options) add_refcount(evt_new->options);
685 evt_new->next = NULL;
686
687 /* Try to be a little clever here, and store away the
688 * last event we copied, so that its simpler to update the
689 * pointer.
690 */
691 if (evt2)
692 evt2->next = evt_new;
693 else
694 op->events = evt_new;
695
696 evt2 = evt_new;
697 }
698 /* Copy over key_values, if any. */ 558 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 559 if (key_values)
560 {
700 key_value * tail = NULL; 561 key_value *tail = 0;
701 key_value * i; 562 key_value *i;
702 563
703 op->key_values = NULL; 564 dst->key_values = 0;
704 565
705 for (i = op2->key_values; i != NULL; i = i->next) { 566 for (i = key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 567 {
568 key_value *new_link = new key_value;
707 569
708 new_link->next = NULL; 570 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 571 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 572 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 573
715 /* Try and be clever here, too. */ 574 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 575 if (!dst->key_values)
576 {
717 op->key_values = new_link; 577 dst->key_values = new_link;
718 tail = new_link; 578 tail = new_link;
719 } else {
720 tail->next = new_link;
721 tail = new_link;
722 } 579 }
580 else
581 {
582 tail->next = new_link;
583 tail = new_link;
723 } 584 }
585 }
724 } 586 }
725 587
726 update_ob_speed(op); 588 update_ob_speed (dst);
727} 589}
728 590
729/*
730 * expand_objects() allocates more objects for the list of unused objects.
731 * It is called from get_object() if the unused list is empty.
732 */
733
734void expand_objects(void) {
735 int i;
736 object *obj;
737 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
738
739 if(obj==NULL)
740 fatal(OUT_OF_MEMORY);
741 free_objects=obj;
742 obj[0].prev=NULL;
743 obj[0].next= &obj[1],
744 SET_FLAG(&(obj[0]), FLAG_REMOVED);
745 SET_FLAG(&(obj[0]), FLAG_FREED);
746
747 for(i=1;i<OBJ_EXPAND-1;i++) {
748 obj[i].next= &obj[i+1],
749 obj[i].prev= &obj[i-1],
750 SET_FLAG(&(obj[i]), FLAG_REMOVED);
751 SET_FLAG(&(obj[i]), FLAG_FREED);
752 }
753 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
754 obj[OBJ_EXPAND-1].next=NULL,
755 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
756 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
757
758 nrofallocobjects += OBJ_EXPAND;
759 nroffreeobjects += OBJ_EXPAND;
760}
761
762/*
763 * get_object() grabs an object from the list of unused objects, makes
764 * sure it is initialised, and returns it.
765 * If there are no free objects, expand_objects() is called to get more.
766 */
767
768object *get_object(void) {
769 object *op; 591object *
770 592object::clone ()
771 if(free_objects==NULL) { 593{
772 expand_objects(); 594 object *neu = create ();
773 } 595 copy_to (neu);
774 op=free_objects;
775#ifdef MEMORY_DEBUG
776 /* The idea is hopefully by doing a realloc, the memory
777 * debugging program will now use the current stack trace to
778 * report leaks.
779 */
780 op = realloc(op, sizeof(object));
781 SET_FLAG(op, FLAG_REMOVED);
782 SET_FLAG(op, FLAG_FREED);
783#endif
784
785 if(!QUERY_FLAG(op,FLAG_FREED)) {
786 LOG(llevError,"Fatal: Getting busy object.\n");
787 }
788 free_objects=op->next;
789 if(free_objects!=NULL)
790 free_objects->prev=NULL;
791 op->count= ++ob_count;
792 op->name=NULL;
793 op->name_pl=NULL;
794 op->title=NULL;
795 op->race=NULL;
796 op->slaying=NULL;
797 op->skill = NULL;
798 op->lore=NULL;
799 op->msg=NULL;
800 op->materialname=NULL;
801 op->next=objects;
802 op->prev=NULL;
803 op->active_next = NULL;
804 op->active_prev = NULL;
805 if(objects!=NULL)
806 objects->prev=op;
807 objects=op;
808 clear_object(op);
809 SET_FLAG(op,FLAG_REMOVED);
810 nroffreeobjects--;
811 return op; 596 return neu;
812} 597}
813 598
814/* 599/*
815 * 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
816 * 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
817 * 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.
818 */ 603 */
819 604
605void
820void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
822 return; 609 return;
823 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
825} 612}
826 613
827/* 614/*
828 * 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
829 * 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.
830 * 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.
831 */ 618 */
832 619void
833void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
834 extern int arch_init; 622 extern int arch_init;
835 623
836 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
837 * since they never really need to be updated. 625 * since they never really need to be updated.
838 */ 626 */
839 627
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
841 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);
842#ifdef MANY_CORES 631#ifdef MANY_CORES
843 abort(); 632 abort ();
844#else 633#else
845 op->speed = 0; 634 op->speed = 0;
846#endif 635#endif
847 } 636 }
637
848 if (arch_init) { 638 if (arch_init)
639 return;
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)
849 return; 645 return;
850 }
851 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
852 /* If already on active list, don't do anything */
853 if (op->active_next || op->active_prev || op==active_objects)
854 return;
855 646
856 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
857 * of the list. */ 648 * of the list. */
858 op->active_next = active_objects; 649 op->active_next = active_objects;
650
859 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
860 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
861 active_objects = op; 654 active_objects = op;
655 }
656 else
862 } 657 {
863 else {
864 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
865 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
866 return; 660 return;
867 661
868 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
869 active_objects = op->active_next; 664 active_objects = op->active_next;
665
870 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
871 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
872 } 670 {
873 else {
874 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
875 if (op->active_next) 673 if (op->active_next)
876 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
877 } 675 }
676
878 op->active_next = NULL; 677 op->active_next = NULL;
879 op->active_prev = NULL; 678 op->active_prev = NULL;
880 } 679 }
881} 680}
882 681
883/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
884 * objects. 683 * objects.
886 * 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
887 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
889 * 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.
890 */ 689 */
690void
891void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
892{ 692{
893 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
895 return; 695 return;
896 696
897 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
898 active_objects = op->active_next; 699 active_objects = op->active_next;
899 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
900 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
901 } 704 {
902 else {
903 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
904 if (op->active_next) 706 if (op->active_next)
905 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
906 } 708 }
907 op->active_next = NULL; 709 op->active_next = NULL;
908 op->active_prev = NULL; 710 op->active_prev = NULL;
909} 711}
910 712
911/* 713/*
912 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
913 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
928 * 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
929 * 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.
930 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
931 */ 733 */
932 734
735void
933void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
934 int update_now=0, flags; 738 int update_now = 0, flags;
935 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
936 740
937 if (op == NULL) { 741 if (op == NULL)
742 {
938 /* this should never happen */ 743 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 745 return;
941 }
942 746 }
747
943 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
944 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
945 * to do in this case. 751 * to do in this case.
946 */ 752 */
947 return; 753 return;
948 } 754 }
949 755
950 /* 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
951 * going to get freed anyways. 757 * going to get freed anyways.
952 */ 758 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
954 760 return;
761
955 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
956 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))
957 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 764 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 766#ifdef MANY_CORES
960 abort(); 767 abort ();
961#endif 768#endif
962 return; 769 return;
963 }
964 770 }
771
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
966 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);
967 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);
968 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);
969 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);
970 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);
971 778
972 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
974 update_now=1; 782 update_now = 1;
975 783
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
977 update_now=1; 785 update_now = 1;
978 786
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
980 update_now=1; 788 update_now = 1;
981 789
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1; 791 update_now = 1;
984 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
985 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
986 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
987 /* 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
988 * to have move_allow right now. 803 * to have move_allow right now.
989 */ 804 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
991 update_now=1; 806 update_now = 1;
807
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
993 } 810 }
811
994 /* if the object is being removed, we can't make intelligent 812 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 813 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 814 * that is being removed.
997 */ 815 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 817 update_now = 1;
1000 } else if (action == UP_OBJ_FACE) { 818 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 819 /* Nothing to do for that case */ ;
1002 }
1003 else { 820 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 821 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 822
1007 if (update_now) { 823 if (update_now)
824 {
1008 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);
1009 update_position(op->map, op->x, op->y); 826 update_position (op->map, op->x, op->y);
1010 } 827 }
1011 828
1012 if(op->more!=NULL) 829 if (op->more != NULL)
1013 update_object(op->more, action); 830 update_object (op->more, action);
1014} 831}
1015 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}
1016 895
1017/* 896/*
1018 * free_object() frees everything allocated by an object, removes 897 * free_object() frees everything allocated by an object, removes
1019 * 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
1020 * free objects. The IS_FREED() flag is set in the object. 899 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for 900 * The object must have been removed by remove_ob() first for
1022 * this function to succeed. 901 * this function to succeed.
1023 * 902 *
1024 * 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
1025 * inventory to the ground. 904 * inventory to the ground.
1026 */ 905 */
1027 906void object::destroy (bool destroy_inventory)
1028void free_object(object *ob) { 907{
1029 free_object2(ob, 0);
1030}
1031void free_object2(object *ob, int free_inventory) {
1032 object *tmp,*op;
1033
1034 ob->clear ();
1035
1036 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1037 LOG(llevDebug,"Free object called with non removed object\n");
1038 dump_object(ob);
1039#ifdef MANY_CORES
1040 abort();
1041#endif
1042 }
1043 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1044 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1045 remove_friendly_object(ob);
1046 }
1047 if(QUERY_FLAG(ob,FLAG_FREED)) { 908 if (QUERY_FLAG (this, FLAG_FREED))
1048 dump_object(ob);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050 return; 909 return;
910
911 if (QUERY_FLAG (this, FLAG_FRIENDLY))
912 remove_friendly_object (this);
913
914 if (!QUERY_FLAG (this, FLAG_REMOVED))
915 remove ();
916
917 SET_FLAG (this, FLAG_FREED);
918
919 if (more)
1051 } 920 {
1052 if(ob->more!=NULL) { 921 more->destroy (destroy_inventory);
1053 free_object2(ob->more, free_inventory); 922 more = 0;
1054 ob->more=NULL; 923 }
924
925 if (inv)
1055 } 926 {
1056 if (ob->inv) {
1057 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 928 * if some form of movement is allowed, let objects
1059 * drop on that space. 929 * drop on that space.
1060 */ 930 */
1061 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)
1062 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 932 {
933 object *op = inv;
934
935 while (op)
1063 { 936 {
1064 op=ob->inv;
1065 while(op!=NULL) {
1066 tmp=op->below; 937 object *tmp = op->below;
1067 remove_ob(op); 938 op->destroy (destroy_inventory);
1068 free_object2(op, free_inventory);
1069 op=tmp; 939 op = tmp;
1070 } 940 }
1071 } 941 }
942 else
1072 else { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
1073 op=ob->inv; 944 object *op = inv;
945
1074 while(op!=NULL) { 946 while (op)
947 {
1075 tmp=op->below; 948 object *tmp = op->below;
949
1076 remove_ob(op); 950 op->remove ();
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 951
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1079 free_object(op); 953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
1080 else { 955 else
956 {
1081 op->x=ob->x; 957 op->x = x;
1082 op->y=ob->y; 958 op->y = y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1084 } 960 }
961
1085 op=tmp; 962 op = tmp;
1086 } 963 }
1087 } 964 }
1088 } 965 }
966
967 // hack to ensure that freed objects still have a valid map
968 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes
970
971 if (!freed_map)
972 {
973 freed_map = new maptile;
974
975 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3;
977 freed_map->height = 3;
978
979 freed_map->allocate ();
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
1089 /* Remove object from the active list */ 995 /* Remove object from the active list */
1090 ob->speed = 0; 996 speed = 0;
1091 update_ob_speed(ob); 997 update_ob_speed (this);
1092 998
1093 SET_FLAG(ob, FLAG_FREED); 999 unlink ();
1094 ob->count = 0;
1095 1000
1096 /* Remove this object from the list of used objects */ 1001 mortals.push_back (this);
1097 if(ob->prev==NULL) {
1098 objects=ob->next;
1099 if(objects!=NULL)
1100 objects->prev=NULL;
1101 }
1102 else {
1103 ob->prev->next=ob->next;
1104 if(ob->next!=NULL)
1105 ob->next->prev=ob->prev;
1106 }
1107
1108 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1109 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1110 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1111 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1112 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1113 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1114 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1115 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1116 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1117
1118
1119 /* Why aren't events freed? */
1120 free_key_values(ob);
1121
1122#if 0 /* MEMORY_DEBUG*/
1123 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1124 * presumes the freed_object will stick around for at least a little
1125 * bit
1126 */
1127 /* this is necessary so that memory debugging programs will
1128 * be able to accurately report source of malloc. If we recycle
1129 * objects, then some other area may be doing the get_object
1130 * and not freeing it, but the original one that malloc'd the
1131 * object will get the blame.
1132 */
1133 free(ob);
1134#else
1135
1136 /* Now link it with the free_objects list: */
1137 ob->prev=NULL;
1138 ob->next=free_objects;
1139 if(free_objects!=NULL)
1140 free_objects->prev=ob;
1141 free_objects=ob;
1142 nroffreeobjects++;
1143#endif
1144}
1145
1146/*
1147 * count_free() returns the number of objects on the list of free objects.
1148 */
1149
1150int count_free(void) {
1151 int i=0;
1152 object *tmp=free_objects;
1153 while(tmp!=NULL)
1154 tmp=tmp->next, i++;
1155 return i;
1156}
1157
1158/*
1159 * count_used() returns the number of objects on the list of used objects.
1160 */
1161
1162int count_used(void) {
1163 int i=0;
1164 object *tmp=objects;
1165 while(tmp!=NULL)
1166 tmp=tmp->next, i++;
1167 return i;
1168}
1169
1170/*
1171 * count_active() returns the number of objects on the list of active objects.
1172 */
1173
1174int count_active(void) {
1175 int i=0;
1176 object *tmp=active_objects;
1177 while(tmp!=NULL)
1178 tmp=tmp->active_next, i++;
1179 return i;
1180} 1002}
1181 1003
1182/* 1004/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 1005 * sub_weight() recursively (outwards) subtracts a number from the
1184 * 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)).
1185 */ 1007 */
1186 1008void
1187void sub_weight (object *op, signed long weight) { 1009sub_weight (object *op, signed long weight)
1010{
1188 while (op != NULL) { 1011 while (op != NULL)
1012 {
1189 if (op->type == CONTAINER) { 1013 if (op->type == CONTAINER)
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 1015
1192 op->carrying-=weight; 1016 op->carrying -= weight;
1193 op = op->env; 1017 op = op->env;
1194 } 1018 }
1195} 1019}
1196 1020
1197/* remove_ob(op): 1021/* op->remove ():
1198 * 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
1199 * 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
1200 * object will have no environment. If the object previously had an 1024 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to 1025 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 1026 * the previous environment.
1203 * Beware: This function is called from the editor as well! 1027 * Beware: This function is called from the editor as well!
1204 */ 1028 */
1205 1029void
1206void remove_ob(object *op) { 1030object::remove ()
1031{
1207 object *tmp,*last=NULL; 1032 object *tmp, *last = 0;
1208 object *otmp; 1033 object *otmp;
1209 tag_t tag; 1034
1210 int check_walk_off; 1035 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214 1036
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1216 dump_object(op); 1038 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 1039
1219 /* Changed it to always dump core in this case. As has been learned
1220 * in the past, trying to recover from errors almost always
1221 * make things worse, and this is a real error here - something
1222 * that should not happen.
1223 * Yes, if this was a mission critical app, trying to do something
1224 * to recover may make sense, but that is because failure of the app
1225 * may have other disastrous problems. Cf runs out of a script
1226 * so is easily enough restarted without any real problems.
1227 * MSW 2001-07-01
1228 */
1229 abort();
1230 }
1231 if(op->more!=NULL)
1232 remove_ob(op->more);
1233
1234 SET_FLAG(op, FLAG_REMOVED); 1040 SET_FLAG (this, FLAG_REMOVED);
1235 1041
1042 if (more)
1043 more->remove ();
1044
1236 /* 1045 /*
1237 * In this case, the object to be removed is in someones 1046 * In this case, the object to be removed is in someones
1238 * inventory. 1047 * inventory.
1239 */ 1048 */
1240 if(op->env!=NULL) { 1049 if (env)
1050 {
1241 if(op->nrof) 1051 if (nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 1052 sub_weight (env, weight * nrof);
1243 else 1053 else
1244 sub_weight(op->env, op->weight+op->carrying); 1054 sub_weight (env, weight + carrying);
1245 1055
1246 /* 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
1247 * made to players inventory. If set, avoiding the call 1057 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 1058 * to save cpu time.
1249 */ 1059 */
1250 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))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1252 fix_player(otmp); 1061 fix_player (otmp);
1253 1062
1254 if(op->above!=NULL) 1063 if (above != NULL)
1255 op->above->below=op->below; 1064 above->below = below;
1256 else 1065 else
1257 op->env->inv=op->below; 1066 env->inv = below;
1258 1067
1259 if(op->below!=NULL) 1068 if (below != NULL)
1260 op->below->above=op->above; 1069 below->above = above;
1261 1070
1262 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1263 * 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
1264 * to the caller to decide what we want to do. 1073 * to the caller to decide what we want to do.
1074 */
1075 x = env->x, y = env->y;
1076 map = env->map;
1077 above = 0, below = 0;
1078 env = 0;
1079 }
1080 else if (map)
1081 {
1082 /* Re did the following section of code - it looks like it had
1083 * lots of logic for things we no longer care about
1084 */
1085
1086 /* link the object above us */
1087 if (above)
1088 above->below = below;
1089 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1091
1092 /* Relink the object below us, if there is one */
1093 if (below)
1094 below->above = above;
1095 else
1096 {
1097 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is
1099 * evident
1265 */ 1100 */
1266 op->x=op->env->x,op->y=op->env->y; 1101 if (GET_MAP_OB (map, x, y) != this)
1267 op->ox=op->x,op->oy=op->y; 1102 {
1268 op->map=op->env->map; 1103 char *dump = dump_object (this);
1269 op->above=NULL,op->below=NULL; 1104 LOG (llevError,
1270 op->env=NULL; 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);
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1113 }
1114
1115 above = 0;
1116 below = 0;
1117
1118 if (map->in_memory == MAP_SAVING)
1271 return; 1119 return;
1272 }
1273 1120
1274 /* If we get here, we are removing it from a map */
1275 if (op->map == NULL) return;
1276
1277 x = op->x;
1278 y = op->y;
1279 m = get_map_from_coord(op->map, &x, &y);
1280
1281 if (!m) {
1282 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1283 op->map->path, op->x, op->y);
1284 /* in old days, we used to set x and y to 0 and continue.
1285 * it seems if we get into this case, something is probablye
1286 * screwed up and should be fixed.
1287 */
1288 abort();
1289 }
1290 if (op->map != m) {
1291 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1292 op->map->path, m->path, op->x, op->y, x, y);
1293 }
1294
1295 /* Re did the following section of code - it looks like it had
1296 * lots of logic for things we no longer care about
1297 */
1298
1299 /* link the object above us */
1300 if (op->above)
1301 op->above->below=op->below;
1302 else
1303 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1304
1305 /* Relink the object below us, if there is one */
1306 if(op->below) {
1307 op->below->above=op->above;
1308 } else {
1309 /* Nothing below, which means we need to relink map object for this space
1310 * use translated coordinates in case some oddness with map tiling is
1311 * evident
1312 */
1313 if(GET_MAP_OB(m,x,y)!=op) {
1314 dump_object(op);
1315 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);
1316 dump_object(GET_MAP_OB(m,x,y));
1317 LOG(llevError,"%s\n",errmsg);
1318 }
1319 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1320 }
1321 op->above=NULL;
1322 op->below=NULL;
1323
1324 if (op->map->in_memory == MAP_SAVING)
1325 return;
1326
1327 tag = op->count;
1328 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1122
1329 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 {
1330 /* 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
1331 * being removed. 1126 * being removed.
1332 */ 1127 */
1333 1128
1334 if(tmp->type==PLAYER && tmp!=op) { 1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1335 /* If a container that the player is currently using somehow gets 1131 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1132 * removed (most likely destroyed), update the player view
1337 * appropriately. 1133 * appropriately.
1338 */ 1134 */
1339 if (tmp->container==op) { 1135 if (tmp->container == this)
1136 {
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1137 CLEAR_FLAG (this, FLAG_APPLIED);
1341 tmp->container=NULL; 1138 tmp->container = 0;
1139 }
1140
1141 tmp->contr->socket->floorbox_update ();
1342 } 1142 }
1343 tmp->contr->socket.update_look=1; 1143
1344 }
1345 /* See if player moving off should effect something */ 1144 /* See if player moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) && 1145 if (check_walk_off
1146 && ((move_type & tmp->move_off)
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1348 1148 {
1349 move_apply(tmp, op, NULL); 1149 move_apply (tmp, this, 0);
1150
1350 if (was_destroyed (op, tag)) { 1151 if (destroyed ())
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 } 1153 }
1354 }
1355 1154
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357 1156
1358 if(tmp->above == tmp) 1157 if (tmp->above == tmp)
1359 tmp->above = NULL; 1158 tmp->above = 0;
1159
1360 last=tmp; 1160 last = tmp;
1361 } 1161 }
1162
1362 /* last == NULL of there are no objects on this space */ 1163 /* last == NULL of there are no objects on this space */
1363 if (last==NULL) { 1164 if (!last)
1165 {
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1365 * 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
1366 * 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
1367 * be correct anyways. 1169 * be correct anyways.
1368 */ 1170 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y); 1172 update_position (map, x, y);
1371 } 1173 }
1372 else 1174 else
1373 update_object(last, UP_OBJ_REMOVE); 1175 update_object (last, UP_OBJ_REMOVE);
1374 1176
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1376 update_all_los(op->map, op->x, op->y); 1178 update_all_los (map, x, y);
1377 1179 }
1378} 1180}
1379 1181
1380/* 1182/*
1381 * merge_ob(op,top): 1183 * merge_ob(op,top):
1382 * 1184 *
1383 * This function goes through all objects below and including top, and 1185 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1186 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1187 * If top is NULL, it is calculated.
1386 * 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
1387 */ 1189 */
1388 1190object *
1389object *merge_ob(object *op, object *top) { 1191merge_ob (object *op, object *top)
1192{
1390 if(!op->nrof) 1193 if (!op->nrof)
1391 return 0; 1194 return 0;
1195
1392 if(top==NULL) 1196 if (top == NULL)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1197 for (top = op; top != NULL && top->above != NULL; top = top->above);
1198
1394 for(;top!=NULL;top=top->below) { 1199 for (; top != NULL; top = top->below)
1200 {
1395 if(top==op) 1201 if (top == op)
1396 continue; 1202 continue;
1397 if (CAN_MERGE(op,top)) 1203
1398 { 1204 if (object::can_merge (op, top))
1205 {
1399 top->nrof+=op->nrof; 1206 top->nrof += op->nrof;
1207
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1209 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1210 op->destroy ();
1403 free_object(op);
1404 return top; 1211 return top;
1405 } 1212 }
1406 } 1213 }
1214
1407 return NULL; 1215 return 0;
1408} 1216}
1409 1217
1410/* 1218/*
1411 * 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
1412 * job preparing multi-part monsters 1220 * job preparing multi-part monsters
1413 */ 1221 */
1222object *
1414object *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{
1415 object* tmp; 1225 object *tmp;
1226
1416 if (op->head) 1227 if (op->head)
1417 op=op->head; 1228 op = op->head;
1229
1418 for (tmp=op;tmp;tmp=tmp->more){ 1230 for (tmp = op; tmp; tmp = tmp->more)
1231 {
1419 tmp->x=x+tmp->arch->clone.x; 1232 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1233 tmp->y = y + tmp->arch->clone.y;
1421 } 1234 }
1235
1422 return insert_ob_in_map (op, m, originator, flag); 1236 return insert_ob_in_map (op, m, originator, flag);
1423} 1237}
1424 1238
1425/* 1239/*
1426 * insert_ob_in_map (op, map, originator, flag): 1240 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1241 * This function inserts the object in the two-way linked list
1441 * new object if 'op' was merged with other object 1255 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1256 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1257 * just 'op' otherwise
1444 */ 1258 */
1445 1259
1260object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1262{
1448 object *tmp, *top, *floor=NULL; 1263 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1264 sint16 x, y;
1450 1265
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1266 if (QUERY_FLAG (op, FLAG_FREED))
1267 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1268 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL;
1270 }
1271
1272 if (m == NULL)
1273 {
1274 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (out_of_map (m, op->x, op->y))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284#ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted.
1288 */
1289 abort ();
1290#endif
1291 free (dump);
1292 return op;
1293 }
1294
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332
1333 CLEAR_FLAG (op, FLAG_REMOVED);
1334
1335 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work
1338 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y);
1340 x = op->x;
1341 y = op->y;
1342
1343 /* this has to be done after we translate the coordinates.
1344 */
1345 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1347 if (object::can_merge (op, tmp))
1348 {
1349 op->nrof += tmp->nrof;
1350 tmp->destroy ();
1351 }
1352
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355
1356 if (!QUERY_FLAG (op, FLAG_ALIVE))
1357 CLEAR_FLAG (op, FLAG_NO_STEAL);
1358
1359 if (flag & INS_BELOW_ORIGINATOR)
1360 {
1361 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1362 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort ();
1365 }
1366
1367 op->above = originator;
1368 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op;
1377 }
1378 else
1379 {
1380 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 {
1383 object *last = NULL;
1384
1385 /*
1386 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1390 * floor, we want to insert above that and no further.
1391 * Also, if there are spell objects on this space, we stop processing
1392 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects.
1396 */
1397
1398 while (top != NULL)
1399 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top;
1402
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1404 {
1405 /* We insert above top, so we want this object below this */
1406 top = top->below;
1407 break;
1408 }
1409
1410 last = top;
1411 top = top->above;
1412 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416
1417 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result.
1420 */
1421
1422 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66
1424 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd.
1427 */
1428 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 {
1431 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break;
1434 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we
1437 * set top to the object below us.
1438 */
1439 if (last && last->below && last != floor)
1440 top = last->below;
1441 }
1442 } /* If objects on this space */
1443
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor;
1449
1450 /* Top is the object that our object (op) is going to get inserted above.
1451 */
1452
1453 /* First object on this space */
1454 if (!top)
1455 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op);
1463 }
1464 else
1465 { /* get inserted into the stack above top */
1466 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = top;
1472 top->above = op;
1473 }
1474
1475 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op);
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1;
1481
1482 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there.
1484 */
1485 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket->floorbox_update ();
1489
1490 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient.
1498 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y);
1501
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT);
1504
1505 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this.
1507 *
1508 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object().
1512 */
1513
1514 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 {
1517 if (check_move_on (op, originator))
1453 return NULL; 1518 return NULL;
1454 }
1455 if(m==NULL) {
1456 dump_object(op);
1457 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1458 return op;
1459 }
1460 if(out_of_map(m,op->x,op->y)) {
1461 dump_object(op);
1462 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1463#ifdef MANY_CORES
1464 /* Better to catch this here, as otherwise the next use of this object
1465 * is likely to cause a crash. Better to find out where it is getting
1466 * improperly inserted.
1467 */
1468 abort();
1469#endif
1470 return op;
1471 }
1472 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1473 dump_object(op);
1474 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1475 return op;
1476 }
1477 if(op->more!=NULL) {
1478 /* The part may be on a different map. */
1479 1519
1480 object *more = op->more;
1481
1482 /* We really need the caller to normalize coordinates - if
1483 * we set the map, that doesn't work if the location is within
1484 * a map and this is straddling an edge. So only if coordinate
1485 * is clear wrong do we normalize it.
1486 */
1487 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1488 /* Debugging information so you can see the last coordinates this object had */
1489 more->ox = more->x;
1490 more->oy = more->y;
1491 more->map = get_map_from_coord(m, &more->x, &more->y);
1492 } else if (!more->map) {
1493 /* For backwards compatibility - when not dealing with tiled maps,
1494 * more->map should always point to the parent.
1495 */
1496 more->map = m;
1497 }
1498
1499 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1500 if ( ! op->head)
1501 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1502 return NULL;
1503 }
1504 }
1505 CLEAR_FLAG(op,FLAG_REMOVED);
1506
1507 /* Debugging information so you can see the last coordinates this object had */
1508 op->ox=op->x;
1509 op->oy=op->y;
1510
1511 /* Ideally, the caller figures this out. However, it complicates a lot
1512 * of areas of callers (eg, anything that uses find_free_spot would now
1513 * need extra work
1514 */
1515 op->map=get_map_from_coord(m, &op->x, &op->y);
1516 x = op->x;
1517 y = op->y;
1518
1519 /* this has to be done after we translate the coordinates.
1520 */
1521 if(op->nrof && !(flag & INS_NO_MERGE)) {
1522 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1523 if (CAN_MERGE(op,tmp)) {
1524 op->nrof+=tmp->nrof;
1525 remove_ob(tmp);
1526 free_object(tmp);
1527 }
1528 }
1529
1530 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1531 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1532 if (!QUERY_FLAG(op, FLAG_ALIVE))
1533 CLEAR_FLAG(op, FLAG_NO_STEAL);
1534
1535 if (flag & INS_BELOW_ORIGINATOR) {
1536 if (originator->map != op->map || originator->x != op->x ||
1537 originator->y != op->y) {
1538 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1539 abort();
1540 }
1541 op->above = originator;
1542 op->below = originator->below;
1543 if (op->below) op->below->above = op;
1544 else SET_MAP_OB(op->map, op->x, op->y, op);
1545 /* since *below* originator, no need to update top */
1546 originator->below = op;
1547 } else {
1548 /* If there are other objects, then */
1549 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1550 object *last=NULL;
1551 /*
1552 * If there are multiple objects on this space, we do some trickier handling.
1553 * We've already dealt with merging if appropriate.
1554 * Generally, we want to put the new object on top. But if
1555 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1556 * floor, we want to insert above that and no further.
1557 * Also, if there are spell objects on this space, we stop processing
1558 * once we get to them. This reduces the need to traverse over all of
1559 * them when adding another one - this saves quite a bit of cpu time
1560 * when lots of spells are cast in one area. Currently, it is presumed
1561 * that flying non pickable objects are spell objects.
1562 */
1563
1564 while (top != NULL) {
1565 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1566 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1567 if (QUERY_FLAG(top, FLAG_NO_PICK)
1568 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1569 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1570 {
1571 /* We insert above top, so we want this object below this */
1572 top=top->below;
1573 break;
1574 }
1575 last = top;
1576 top = top->above;
1577 }
1578 /* Don't want top to be NULL, so set it to the last valid object */
1579 top = last;
1580
1581 /* We let update_position deal with figuring out what the space
1582 * looks like instead of lots of conditions here.
1583 * makes things faster, and effectively the same result.
1584 */
1585
1586 /* Have object 'fall below' other objects that block view.
1587 * Unless those objects are exits, type 66
1588 * If INS_ON_TOP is used, don't do this processing
1589 * Need to find the object that in fact blocks view, otherwise
1590 * stacking is a bit odd.
1591 */
1592 if (!(flag & INS_ON_TOP) &&
1593 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1594 (op->face && !op->face->visibility)) {
1595 for (last=top; last != floor; last=last->below)
1596 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1597 /* Check to see if we found the object that blocks view,
1598 * and make sure we have a below pointer for it so that
1599 * we can get inserted below this one, which requires we
1600 * set top to the object below us.
1601 */
1602 if (last && last->below && last != floor) top=last->below;
1603 }
1604 } /* If objects on this space */
1605 if (flag & INS_MAP_LOAD)
1606 top = GET_MAP_TOP(op->map,op->x,op->y);
1607 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1608
1609 /* Top is the object that our object (op) is going to get inserted above.
1610 */
1611
1612 /* First object on this space */
1613 if (!top) {
1614 op->above = GET_MAP_OB(op->map, op->x, op->y);
1615 if (op->above) op->above->below = op;
1616 op->below = NULL;
1617 SET_MAP_OB(op->map, op->x, op->y, op);
1618 } else { /* get inserted into the stack above top */
1619 op->above = top->above;
1620 if (op->above) op->above->below = op;
1621 op->below = top;
1622 top->above = op;
1623 }
1624 if (op->above==NULL)
1625 SET_MAP_TOP(op->map,op->x, op->y, op);
1626 } /* else not INS_BELOW_ORIGINATOR */
1627
1628 if(op->type==PLAYER)
1629 op->contr->do_los=1;
1630
1631 /* If we have a floor, we know the player, if any, will be above
1632 * it, so save a few ticks and start from there.
1633 */
1634 if (!(flag & INS_MAP_LOAD))
1635 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1636 if (tmp->type == PLAYER)
1637 tmp->contr->socket.update_look=1;
1638 }
1639
1640 /* If this object glows, it may affect lighting conditions that are
1641 * visible to others on this map. But update_all_los is really
1642 * an inefficient way to do this, as it means los for all players
1643 * on the map will get recalculated. The players could very well
1644 * be far away from this change and not affected in any way -
1645 * this should get redone to only look for players within range,
1646 * or just updating the P_NEED_UPDATE for spaces within this area
1647 * of effect may be sufficient.
1648 */
1649 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1650 update_all_los(op->map, op->x, op->y);
1651
1652
1653 /* updates flags (blocked, alive, no magic, etc) for this map space */
1654 update_object(op,UP_OBJ_INSERT);
1655
1656
1657 /* Don't know if moving this to the end will break anything. However,
1658 * we want to have update_look set above before calling this.
1659 *
1660 * check_move_on() must be after this because code called from
1661 * check_move_on() depends on correct map flags (so functions like
1662 * blocked() and wall() work properly), and these flags are updated by
1663 * update_object().
1664 */
1665
1666 /* if this is not the head or flag has been passed, don't check walk on status */
1667
1668 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1669 if (check_move_on(op, originator))
1670 return NULL;
1671
1672 /* 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
1673 * walk on's. 1521 * walk on's.
1674 */ 1522 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1677 return NULL; 1525 return NULL;
1678 } 1526 }
1527
1679 return op; 1528 return op;
1680} 1529}
1681 1530
1682/* this function inserts an object in the map, but if it 1531/* this function inserts an object in the map, but if it
1683 * 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.
1684 * 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.
1685 */ 1534 */
1535void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1687 object *tmp; 1538 object *
1688 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1689 1542
1690 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1691 1544
1692 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)
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1694 remove_ob(tmp); 1547 tmp->destroy ();
1695 free_object(tmp);
1696 }
1697 }
1698 1548
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1549 tmp1 = arch_to_object (archetype::find (arch_string));
1700 1550
1701 1551 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1552 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1553 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1554}
1705 1555
1706/* 1556/*
1707 * 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
1708 * is returned contains nr objects, and the remaining parts contains 1558 * is returned contains nr objects, and the remaining parts contains
1709 * 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).
1710 * On failure, NULL is returned, and the reason put into the 1560 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1561 * global static errmsg array.
1712 */ 1562 */
1713 1563
1564object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1565get_split_ob (object *orig_ob, uint32 nr)
1566{
1715 object *newob; 1567 object *newob;
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1569
1718 if(orig_ob->nrof<nr) { 1570 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1571 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1572 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1573 return NULL;
1722 } 1574 }
1575
1723 newob = object_create_clone(orig_ob); 1576 newob = object_create_clone (orig_ob);
1577
1724 if((orig_ob->nrof-=nr)<1) { 1578 if ((orig_ob->nrof -= nr) < 1)
1725 if ( ! is_removed) 1579 orig_ob->destroy (1);
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) { 1580 else if (!is_removed)
1581 {
1730 if(orig_ob->env!=NULL) 1582 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 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 {
1733 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.");
1734 LOG(llevDebug,
1735 "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");
1736 return NULL; 1588 return NULL;
1737 } 1589 }
1738 } 1590 }
1591
1739 newob->nrof=nr; 1592 newob->nrof = nr;
1740 1593
1741 return newob; 1594 return newob;
1742} 1595}
1743 1596
1744/* 1597/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease_ob_nr(object, number) decreases a specified number from
1746 * 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
1747 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1748 * 1601 *
1749 * 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
1750 */ 1603 */
1751 1604
1605object *
1752object *decrease_ob_nr (object *op, uint32 i) 1606decrease_ob_nr (object *op, uint32 i)
1753{ 1607{
1754 object *tmp; 1608 object *tmp;
1755 player *pl; 1609 player *pl;
1756 1610
1757 if (i == 0) /* objects with op->nrof require this check */ 1611 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1612 return op;
1759 1613
1760 if (i > op->nrof) 1614 if (i > op->nrof)
1761 i = op->nrof; 1615 i = op->nrof;
1762 1616
1763 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 }
1764 { 1660 }
1661 else
1662 {
1663 object *above = op->above;
1664
1665 if (i < op->nrof)
1765 op->nrof -= i; 1666 op->nrof -= i;
1766 } 1667 else
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp) {
1780 for (pl=first_player; pl; pl=pl->next)
1781 if (pl->ob->container == op->env) break;
1782 if (pl) tmp=pl->ob;
1783 else tmp=NULL;
1784 } 1668 {
1785
1786 if (i < op->nrof) {
1787 sub_weight (op->env, op->weight * i);
1788 op->nrof -= i;
1789 if (tmp) {
1790 esrv_send_item(tmp, op);
1791 }
1792 } else {
1793 remove_ob (op); 1669 op->remove ();
1794 op->nrof = 0; 1670 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 } 1671 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803 1672
1804 if (i < op->nrof) {
1805 op->nrof -= i;
1806 } else {
1807 remove_ob (op);
1808 op->nrof = 0;
1809 }
1810 /* Since we just removed op, op->above is null */ 1673 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1674 for (tmp = above; tmp != NULL; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1675 if (tmp->type == PLAYER)
1676 {
1813 if (op->nrof) 1677 if (op->nrof)
1814 esrv_send_item(tmp, op); 1678 esrv_send_item (tmp, op);
1815 else 1679 else
1816 esrv_del_item(tmp->contr, op->count); 1680 esrv_del_item (tmp->contr, op->count);
1817 } 1681 }
1818 } 1682 }
1819 1683
1820 if (op->nrof) { 1684 if (op->nrof)
1821 return op; 1685 return op;
1822 } else { 1686 else
1823 free_object (op); 1687 {
1688 op->destroy ();
1824 return NULL; 1689 return NULL;
1825 } 1690 }
1826} 1691}
1827 1692
1828/* 1693/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1694 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1695 * and also updates how much the environment(s) is/are carrying.
1831 */ 1696 */
1832 1697
1698void
1833void add_weight (object *op, signed long weight) { 1699add_weight (object *op, signed long weight)
1700{
1834 while (op!=NULL) { 1701 while (op != NULL)
1702 {
1835 if (op->type == CONTAINER) { 1703 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1704 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1705
1838 op->carrying+=weight; 1706 op->carrying += weight;
1839 op=op->env; 1707 op = op->env;
1840 } 1708 }
1841} 1709}
1842 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
1843/* 1731/*
1844 * insert_ob_in_ob(op,environment): 1732 * env->insert (op)
1845 * This function inserts the object op in the linked list 1733 * This function inserts the object op in the linked list
1846 * inside the object environment. 1734 * inside the object environment.
1847 * 1735 *
1848 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1849 * the inventory at the last position or next to other objects of the same
1850 * type.
1851 * Frank: Now sorted by type, archetype and magic!
1852 *
1853 * 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
1854 * be != op, if items are merged. -Tero 1737 * be != op, if items are merged. -Tero
1855 */ 1738 */
1856 1739
1857object *insert_ob_in_ob(object *op,object *where) { 1740object *
1741object::insert (object *op)
1742{
1858 object *tmp, *otmp; 1743 object *tmp, *otmp;
1859 1744
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1745 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 dump_object(op); 1746 op->remove ();
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1747
1863 return op;
1864 }
1865 if(where==NULL) {
1866 dump_object(op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1868 return op;
1869 }
1870 if (where->head) {
1871 LOG(llevDebug,
1872 "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head;
1874 }
1875 if (op->more) { 1748 if (op->more)
1749 {
1876 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);
1877 op->name, op->count);
1878 return op; 1751 return op;
1879 } 1752 }
1753
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1754 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1755 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1756 if (op->nrof)
1757 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1758 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1759 if (object::can_merge (tmp, op))
1760 {
1885 /* return the original object and remove inserted object 1761 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1762 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1763 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1764 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1765 * tmp->nrof, we need to increase the weight.
1890 */ 1766 */
1891 add_weight (where, op->weight*op->nrof); 1767 add_weight (this, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1768 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1769 op->destroy (); /* free the inserted object */
1894 op = tmp; 1770 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1771 op->remove (); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1772 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1773 break;
1898 } 1774 }
1899 1775
1900 /* I assume combined objects have no inventory 1776 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1777 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1778 * (if it was possible to merge). calling remove_ob will subtract
1903 * 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
1904 * the linking below 1780 * the linking below
1905 */ 1781 */
1906 add_weight (where, op->weight*op->nrof); 1782 add_weight (this, op->weight * op->nrof);
1783 }
1907 } else 1784 else
1908 add_weight (where, (op->weight+op->carrying)); 1785 add_weight (this, (op->weight + op->carrying));
1909 1786
1910 otmp=is_player_inv(where); 1787 otmp = is_player_inv (this);
1911 if (otmp&&otmp->contr!=NULL) { 1788 if (otmp && otmp->contr)
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1789 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1790 fix_player (otmp);
1914 }
1915 1791
1916 op->map=NULL; 1792 op->map = NULL;
1917 op->env=where; 1793 op->env = this;
1918 op->above=NULL; 1794 op->above = NULL;
1919 op->below=NULL; 1795 op->below = NULL;
1920 op->x=0,op->y=0; 1796 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1797
1923 /* 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 */
1924 if((op->glow_radius!=0)&&where->map) 1799 if ((op->glow_radius != 0) && map)
1925 { 1800 {
1926#ifdef DEBUG_LIGHTS 1801#ifdef DEBUG_LIGHTS
1927 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);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1803#endif /* DEBUG_LIGHTS */
1930 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);
1931 } 1806 }
1932 1807
1933 /* 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.
1934 * It sure simplifies this function... 1809 * It sure simplifies this function...
1935 */ 1810 */
1936 if (where->inv==NULL) 1811 if (!inv)
1937 where->inv=op; 1812 inv = op;
1938 else { 1813 else
1814 {
1939 op->below = where->inv; 1815 op->below = inv;
1940 op->below->above = op; 1816 op->below->above = op;
1941 where->inv = op; 1817 inv = op;
1942 } 1818 }
1819
1943 return op; 1820 return op;
1944} 1821}
1945 1822
1946/* 1823/*
1947 * Checks if any objects has a move_type that matches objects 1824 * Checks if any objects has a move_type that matches objects
1962 * 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
1963 * 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
1964 * on top. 1841 * on top.
1965 */ 1842 */
1966 1843
1844int
1967int check_move_on (object *op, object *originator) 1845check_move_on (object *op, object *originator)
1968{ 1846{
1969 object *tmp; 1847 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1848 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1849 int x = op->x, y = op->y;
1850
1973 MoveType move_on, move_slow, move_block; 1851 MoveType move_on, move_slow, move_block;
1974 1852
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1853 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1854 return 0;
1977 1855
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1856 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1981 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1857 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1982 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1858 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1859
1984 /* if nothing on this space will slow op down or be applied, 1860 /* if nothing on this space will slow op down or be applied,
1985 * no need to do checking below. have to make sure move_type 1861 * no need to do checking below. have to make sure move_type
1986 * is set, as lots of objects don't have it set - we treat that 1862 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1863 * as walking.
1988 */ 1864 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1865 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1866 return 0;
1991 1867
1992 /* This is basically inverse logic of that below - basically, 1868 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1869 * if the object can avoid the move on or slow move, they do so,
1994 * but can't do it if the alternate movement they are using is 1870 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1871 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1872 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1873 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1998 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1874 return 0;
1999 1875
2000 /* The objects have to be checked from top to bottom. 1876 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1877 * Hence, we first go to the top:
2002 */ 1878 */
2003 1879
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2005 tmp->above!=NULL; tmp=tmp->above) { 1881 {
2006 /* Trim the search when we find the first other spell effect 1882 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1883 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1884 * we don't need to check all of them.
2009 */ 1885 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1886 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1887 break;
1888 }
1889
1890 for (; tmp; tmp = tmp->below)
2011 } 1891 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1892 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1893 continue; /* Can't apply yourself */
2014 1894
2015 /* Check to see if one of the movement types should be slowed down. 1895 /* Check to see if one of the movement types should be slowed down.
2016 * Second check makes sure that the movement types not being slowed 1896 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1897 * (~slow_move) is not blocked on this space - just because the
2018 * space doesn't slow down swimming (for example), if you can't actually 1898 * space doesn't slow down swimming (for example), if you can't actually
2019 * swim on that space, can't use it to avoid the penalty. 1899 * swim on that space, can't use it to avoid the penalty.
2020 */ 1900 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1901 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1902 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1903 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_slow) &&
2024 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1904 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1905 {
2025 1906
2026 float diff; 1907 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1908 diff = tmp->move_slow_penalty * FABS (op->speed);
1909
2029 if (op->type == PLAYER) { 1910 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1911 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2031 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1912 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1913 diff /= 4.0;
2033 } 1914
2034 }
2035 op->speed_left -= diff; 1915 op->speed_left -= diff;
2036 } 1916 }
2037 } 1917 }
2038 1918
2039 /* Basically same logic as above, except now for actual apply. */ 1919 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1920 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_on) &&
2042 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1921 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1922 {
2044 move_apply(tmp, op, originator); 1923 move_apply (tmp, op, originator);
1924
2045 if (was_destroyed (op, tag)) 1925 if (op->destroyed ())
2046 return 1; 1926 return 1;
2047 1927
2048 /* what the person/creature stepped onto has moved the object 1928 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1929 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1930 * have a feeling strange problems would result.
2051 */ 1931 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1932 if (op->map != m || op->x != x || op->y != y)
1933 return 0;
2053 } 1934 }
2054 } 1935 }
1936
2055 return 0; 1937 return 0;
2056} 1938}
2057 1939
2058/* 1940/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1941 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1942 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1943 * The first matching object is returned, or NULL if none.
2062 */ 1944 */
2063 1945
1946object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1947present_arch (const archetype *at, maptile *m, int x, int y)
1948{
2065 object *tmp; 1949 object *
1950 tmp;
1951
2066 if(m==NULL || out_of_map(m,x,y)) { 1952 if (m == NULL || out_of_map (m, x, y))
1953 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1954 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1955 return NULL;
2069 } 1956 }
2070 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)
2071 if(tmp->arch == at) 1958 if (tmp->arch == at)
2072 return tmp; 1959 return tmp;
2073 return NULL; 1960 return NULL;
2074} 1961}
2075 1962
2076/* 1963/*
2077 * present(type, map, x, y) searches for any objects with 1964 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1965 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1966 * The first matching object is returned, or NULL if none.
2080 */ 1967 */
2081 1968
1969object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 1970present (unsigned char type, maptile *m, int x, int y)
1971{
2083 object *tmp; 1972 object *
1973 tmp;
1974
2084 if(out_of_map(m,x,y)) { 1975 if (out_of_map (m, x, y))
1976 {
2085 LOG(llevError,"Present called outside map.\n"); 1977 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 1978 return NULL;
2087 } 1979 }
2088 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)
2089 if(tmp->type==type) 1981 if (tmp->type == type)
2090 return tmp; 1982 return tmp;
2091 return NULL; 1983 return NULL;
2092} 1984}
2093 1985
2094/* 1986/*
2095 * present_in_ob(type, object) searches for any objects with 1987 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 1988 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 1989 * The first matching object is returned, or NULL if none.
2098 */ 1990 */
2099 1991
1992object *
2100object *present_in_ob(unsigned char type, const object *op) { 1993present_in_ob (unsigned char type, const object *op)
1994{
2101 object *tmp; 1995 object *
1996 tmp;
1997
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1998 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 1999 if (tmp->type == type)
2104 return tmp; 2000 return tmp;
2105 return NULL; 2001 return NULL;
2106} 2002}
2107 2003
2108/* 2004/*
2118 * 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
2119 * 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
2120 * to be unique. 2016 * to be unique.
2121 */ 2017 */
2122 2018
2019object *
2123object *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{
2124 object *tmp; 2022 object *
2023 tmp;
2125 2024
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2026 {
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2027 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 2028 return tmp;
2129 } 2029 }
2130 return NULL; 2030 return NULL;
2131} 2031}
2132 2032
2133/* 2033/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 2034 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 2035 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 2036 * The first matching object is returned, or NULL if none.
2137 */ 2037 */
2138 2038
2039object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 2040present_arch_in_ob (const archetype *at, const object *op)
2041{
2140 object *tmp; 2042 object *
2043 tmp;
2044
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2045 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 2046 if (tmp->arch == at)
2143 return tmp; 2047 return tmp;
2144 return NULL; 2048 return NULL;
2145} 2049}
2146 2050
2147/* 2051/*
2148 * activate recursively a flag on an object inventory 2052 * activate recursively a flag on an object inventory
2149 */ 2053 */
2054void
2150void flag_inv(object*op, int flag){ 2055flag_inv (object *op, int flag)
2056{
2151 object *tmp; 2057 object *
2058 tmp;
2059
2152 if(op->inv) 2060 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2062 {
2154 SET_FLAG(tmp, flag); 2063 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 2064 flag_inv (tmp, flag);
2156 } 2065 }
2157}/* 2066} /*
2158 * desactivate recursively a flag on an object inventory 2067 * desactivate recursively a flag on an object inventory
2159 */ 2068 */
2069void
2160void unflag_inv(object*op, int flag){ 2070unflag_inv (object *op, int flag)
2071{
2161 object *tmp; 2072 object *
2073 tmp;
2074
2162 if(op->inv) 2075 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2076 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2077 {
2164 CLEAR_FLAG(tmp, flag); 2078 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 2079 unflag_inv (tmp, flag);
2166 } 2080 }
2167} 2081}
2168 2082
2169/* 2083/*
2170 * 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
2171 * all it's inventory (recursively). 2085 * all it's inventory (recursively).
2172 * 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
2173 * 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.
2174 */ 2088 */
2175 2089
2090void
2176void set_cheat(object *op) { 2091set_cheat (object *op)
2092{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 2093 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 2094 flag_inv (op, FLAG_WAS_WIZ);
2179} 2095}
2180 2096
2181/* 2097/*
2182 * 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
2183 * 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
2198 * 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
2199 * 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
2200 * customized, changed states, etc. 2116 * customized, changed states, etc.
2201 */ 2117 */
2202 2118
2119int
2203int 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,
2204 int i,index=0, flag; 2124 index = 0, flag;
2125 static int
2205 static int altern[SIZEOFFREE]; 2126 altern[SIZEOFFREE];
2206 2127
2207 for(i=start;i<stop;i++) { 2128 for (i = start; i < stop; i++)
2129 {
2208 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]);
2209 if(!flag) 2131 if (!flag)
2210 altern[index++]=i; 2132 altern[index++] = i;
2211 2133
2212 /* 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.
2213 * 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.
2214 * 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 -
2215 * 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
2216 * 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
2217 * to only the spaces immediately surrounding the target area, and 2139 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 2140 * won't look 2 spaces south of the target space.
2219 */ 2141 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2142 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 2143 stop = maxfree[i];
2222 } 2144 }
2223 if(!index) return -1; 2145 if (!index)
2146 return -1;
2224 return altern[RANDOM()%index]; 2147 return altern[RANDOM () % index];
2225} 2148}
2226 2149
2227/* 2150/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 2151 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2152 * find_free_spot(), but it will search max number of squares.
2230 * 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.
2231 * 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.
2232 */ 2155 */
2233 2156
2157int
2234int 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
2235 int i; 2161 i;
2162
2236 for(i=0;i<SIZEOFFREE;i++) { 2163 for (i = 0; i < SIZEOFFREE; i++)
2164 {
2237 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]))
2238 return i; 2166 return i;
2239 } 2167 }
2240 return -1; 2168 return -1;
2241} 2169}
2242 2170
2243/* 2171/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2172 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2173 * arr[begin..end-1].
2246 */ 2174 */
2175static void
2247static void permute(int *arr, int begin, int end) 2176permute (int *arr, int begin, int end)
2248{ 2177{
2249 int i, j, tmp, len; 2178 int
2179 i,
2180 j,
2181 tmp,
2182 len;
2250 2183
2251 len = end-begin; 2184 len = end - begin;
2252 for(i = begin; i < end; i++) 2185 for (i = begin; i < end; i++)
2253 { 2186 {
2254 j = begin+RANDOM()%len; 2187 j = begin + RANDOM () % len;
2255 2188
2256 tmp = arr[i]; 2189 tmp = arr[i];
2257 arr[i] = arr[j]; 2190 arr[i] = arr[j];
2258 arr[j] = tmp; 2191 arr[j] = tmp;
2259 } 2192 }
2260} 2193}
2261 2194
2262/* new function to make monster searching more efficient, and effective! 2195/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2196 * This basically returns a randomized array (in the passed pointer) of
2264 * 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
2265 * 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
2266 * 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
2267 * 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.
2268 */ 2201 */
2202void
2269void get_search_arr(int *search_arr) 2203get_search_arr (int *search_arr)
2270{ 2204{
2205 int
2271 int i; 2206 i;
2272 2207
2273 for(i = 0; i < SIZEOFFREE; i++) 2208 for (i = 0; i < SIZEOFFREE; i++)
2274 { 2209 {
2275 search_arr[i] = i; 2210 search_arr[i] = i;
2276 } 2211 }
2277 2212
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2213 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2214 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2215 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2216}
2282 2217
2283/* 2218/*
2284 * 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
2285 * given map at the given coordinates for live objects. 2220 * given map at the given coordinates for live objects.
2291 * 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
2292 * 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
2293 * there is capable of. 2228 * there is capable of.
2294 */ 2229 */
2295 2230
2231int
2296int 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,
2297 int i,max=SIZEOFFREE, mflags; 2236 max = SIZEOFFREE, mflags;
2237
2298 sint16 nx, ny; 2238 sint16 nx, ny;
2299 object *tmp; 2239 object *
2300 mapstruct *mp; 2240 tmp;
2241 maptile *
2242 mp;
2243
2301 MoveType blocked, move_type; 2244 MoveType blocked, move_type;
2302 2245
2303 if (exclude && exclude->head) { 2246 if (exclude && exclude->head)
2247 {
2304 exclude = exclude->head; 2248 exclude = exclude->head;
2305 move_type = exclude->move_type; 2249 move_type = exclude->move_type;
2306 } else { 2250 }
2251 else
2252 {
2307 /* 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. */
2308 move_type=MOVE_ALL; 2254 move_type = MOVE_ALL;
2255 }
2256
2257 for (i = 1; i < max; i++)
2309 } 2258 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2259 mp = m;
2313 nx = x + freearr_x[i]; 2260 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2261 ny = y + freearr_y[i];
2315 2262
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2263 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2317 if (mflags & P_OUT_OF_MAP) { 2264 if (mflags & P_OUT_OF_MAP)
2265 {
2318 max = maxfree[i]; 2266 max = maxfree[i];
2267 }
2319 } else { 2268 else
2269 {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2270 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2321 2271
2322 if ((move_type & blocked) == move_type) { 2272 if ((move_type & blocked) == move_type)
2273 {
2323 max=maxfree[i]; 2274 max = maxfree[i];
2275 }
2324 } else if (mflags & P_IS_ALIVE) { 2276 else if (mflags & P_IS_ALIVE)
2277 {
2325 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)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2279 {
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2280 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2281 {
2328 break; 2282 break;
2329 } 2283 }
2330 } 2284 }
2331 if(tmp) { 2285 if (tmp)
2286 {
2332 return freedir[i]; 2287 return freedir[i];
2333 } 2288 }
2334 } 2289 }
2335 } 2290 }
2336 } 2291 }
2337 return 0; 2292 return 0;
2338} 2293}
2339 2294
2340/* 2295/*
2341 * distance(object 1, object 2) will return the square of the 2296 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2297 * distance between the two given objects.
2343 */ 2298 */
2344 2299
2300int
2345int distance(const object *ob1, const object *ob2) { 2301distance (const object *ob1, const object *ob2)
2302{
2346 int i; 2303 int
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2304 i;
2348 (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);
2349 return i; 2307 return i;
2350} 2308}
2351 2309
2352/* 2310/*
2353 * 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
2354 * 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
2355 * object, needs to travel toward it. 2313 * object, needs to travel toward it.
2356 */ 2314 */
2357 2315
2316int
2358int find_dir_2(int x, int y) { 2317find_dir_2 (int x, int y)
2318{
2359 int q; 2319 int
2320 q;
2360 2321
2361 if(y) 2322 if (y)
2362 q=x*100/y; 2323 q = x * 100 / y;
2363 else if (x) 2324 else if (x)
2364 q= -300*x; 2325 q = -300 * x;
2365 else 2326 else
2366 return 0; 2327 return 0;
2367 2328
2368 if(y>0) { 2329 if (y > 0)
2330 {
2369 if(q < -242) 2331 if (q < -242)
2370 return 3 ; 2332 return 3;
2371 if (q < -41) 2333 if (q < -41)
2372 return 2 ; 2334 return 2;
2373 if (q < 41) 2335 if (q < 41)
2374 return 1 ; 2336 return 1;
2375 if (q < 242) 2337 if (q < 242)
2376 return 8 ; 2338 return 8;
2377 return 7 ; 2339 return 7;
2378 } 2340 }
2379 2341
2380 if (q < -242) 2342 if (q < -242)
2381 return 7 ; 2343 return 7;
2382 if (q < -41) 2344 if (q < -41)
2383 return 6 ; 2345 return 6;
2384 if (q < 41) 2346 if (q < 41)
2385 return 5 ; 2347 return 5;
2386 if (q < 242) 2348 if (q < 242)
2387 return 4 ; 2349 return 4;
2388 2350
2389 return 3 ; 2351 return 3;
2390} 2352}
2391 2353
2392/* 2354/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2355 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2356 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2357 * "overflow" in previous calculations of a direction).
2396 */ 2358 */
2397 2359
2360int
2398int absdir(int d) { 2361absdir (int d)
2399 while(d<1) d+=8; 2362{
2400 while(d>8) d-=8; 2363 while (d < 1)
2364 d += 8;
2365 while (d > 8)
2366 d -= 8;
2401 return d; 2367 return d;
2402} 2368}
2403 2369
2404/* 2370/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2371 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2372 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2373 */
2408 2374
2375int
2409int dirdiff(int dir1, int dir2) { 2376dirdiff (int dir1, int dir2)
2377{
2410 int d; 2378 int
2379 d;
2380
2411 d = abs(dir1 - dir2); 2381 d = abs (dir1 - dir2);
2412 if(d>4) 2382 if (d > 4)
2413 d = 8 - d; 2383 d = 8 - d;
2414 return d; 2384 return d;
2415} 2385}
2416 2386
2417/* peterm: 2387/* peterm:
2422 * 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.
2423 * 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
2424 * functions. 2394 * functions.
2425 */ 2395 */
2426 2396
2397int
2427int reduction_dir[SIZEOFFREE][3] = { 2398 reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2399 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2400 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2401 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2402 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2403 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2404 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2405 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2406 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2407 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2408 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2409 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2410 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2411 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2412 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2413 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2414 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2415 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2416 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2417 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2418 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2419 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2420 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2421 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2422 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2423 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2424 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2425 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2426 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2427 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2428 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2429 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2430 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2431 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2432 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2433 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2434 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2435 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2436 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2437 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2438 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2439 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2440 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2441 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2442 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2443 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2444 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2445 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2446 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2447 {24, 9, -1}
2448}; /* 48 */
2477 2449
2478/* Recursive routine to step back and see if we can 2450/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2451 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2452 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2453 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2454 * Modified to be map tile aware -.MSW
2483 */ 2455 */
2484
2485 2456
2457
2458int
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2459can_see_monsterP (maptile *m, int x, int y, int dir)
2460{
2487 sint16 dx, dy; 2461 sint16 dx, dy;
2462 int
2488 int mflags; 2463 mflags;
2489 2464
2465 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2466 return 0; /* exit condition: invalid direction */
2491 2467
2492 dx = x + freearr_x[dir]; 2468 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2469 dy = y + freearr_y[dir];
2494 2470
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2471 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2472
2497 /* This functional arguably was incorrect before - it was 2473 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2474 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2475 * we could move to the monster - this is being more
2500 * 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
2501 * 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
2502 * at least its move type. 2478 * at least its move type.
2503 */ 2479 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2480 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2481 return 0;
2505 2482
2506 /* yes, can see. */ 2483 /* yes, can see. */
2507 if(dir < 9) return 1; 2484 if (dir < 9)
2485 return 1;
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2486 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2509 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]);
2510 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2511} 2488}
2512 2489
2513 2490
2514 2491
2515/* 2492/*
2516 * 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
2517 * picked up by the picker. Returnes 1 if it can be 2494 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2495 * picked up, otherwise 0.
2519 * 2496 *
2521 * core dumps if they do. 2498 * core dumps if they do.
2522 * 2499 *
2523 * 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)
2524 */ 2501 */
2525 2502
2503int
2526int can_pick(const object *who, const object *item) { 2504can_pick (const object *who, const object *item)
2505{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2506 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2507 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2508 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2530 (who->type==PLAYER||item->weight<who->weight/3));
2531} 2509}
2532 2510
2533 2511
2534/* 2512/*
2535 * create clone from object to another 2513 * create clone from object to another
2536 */ 2514 */
2515object *
2537object *object_create_clone (object *asrc) { 2516object_create_clone (object *asrc)
2517{
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2518 object *dst = 0, *tmp, *src, *part, *prev, *item;
2539 2519
2540 if(!asrc) return NULL; 2520 if (!asrc)
2521 return 0;
2522
2541 src = asrc; 2523 src = asrc;
2542 if(src->head) 2524 if (src->head)
2543 src = src->head; 2525 src = src->head;
2544 2526
2545 prev = NULL; 2527 prev = 0;
2546 for(part = src; part; part = part->more) { 2528 for (part = src; part; part = part->more)
2547 tmp = get_object(); 2529 {
2548 copy_object(part,tmp); 2530 tmp = part->clone ();
2549 tmp->x -= src->x; 2531 tmp->x -= src->x;
2550 tmp->y -= src->y; 2532 tmp->y -= src->y;
2533
2551 if(!part->head) { 2534 if (!part->head)
2535 {
2552 dst = tmp; 2536 dst = tmp;
2553 tmp->head = NULL; 2537 tmp->head = 0;
2538 }
2554 } else { 2539 else
2540 {
2555 tmp->head = dst; 2541 tmp->head = dst;
2556 } 2542 }
2543
2557 tmp->more = NULL; 2544 tmp->more = 0;
2545
2558 if(prev) 2546 if (prev)
2559 prev->more = tmp; 2547 prev->more = tmp;
2548
2560 prev = tmp; 2549 prev = tmp;
2561 } 2550 }
2562 /*** copy inventory ***/ 2551
2563 for(item = src->inv; item; item = item->below) { 2552 for (item = src->inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2553 insert_ob_in_ob (object_create_clone (item), dst);
2565 }
2566 2554
2567 return dst; 2555 return dst;
2568}
2569
2570/* return true if the object was destroyed, 0 otherwise */
2571int was_destroyed (const object *op, tag_t old_tag)
2572{
2573 /* checking for FLAG_FREED isn't necessary, but makes this function more
2574 * robust */
2575 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2576} 2556}
2577 2557
2578/* GROS - Creates an object using a string representing its content. */ 2558/* GROS - Creates an object using a string representing its content. */
2579/* 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 */
2580/* 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, */
2581/* 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. */
2582/* 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. */
2583/* Also remember that multiparts objects are not supported for now. */ 2563/* Also remember that multiparts objects are not supported for now. */
2584 2564
2565object *
2585object* load_object_str(const char *obstr) 2566load_object_str (const char *obstr)
2586{ 2567{
2587 object *op; 2568 object *op;
2588 char filename[MAX_BUF]; 2569 char filename[MAX_BUF];
2570
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2571 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2572
2591 FILE *tempfile=fopen(filename,"w"); 2573 FILE *tempfile = fopen (filename, "w");
2574
2592 if (tempfile == NULL) 2575 if (tempfile == NULL)
2593 { 2576 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2577 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2578 return NULL;
2596 }; 2579 }
2580
2597 fprintf(tempfile,obstr); 2581 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2582 fclose (tempfile);
2599 2583
2600 op=get_object(); 2584 op = object::create ();
2601 2585
2602 object_thawer thawer (filename); 2586 object_thawer thawer (filename);
2587
2603 if (thawer) 2588 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2589 load_object (thawer, op, 0);
2590
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2591 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2592 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2593
2608 return op; 2594 return op;
2609} 2595}
2610 2596
2611/* This returns the first object in who's inventory that 2597/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2598 * has the same type and subtype match.
2613 * returns NULL if no match. 2599 * returns NULL if no match.
2614 */ 2600 */
2601object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2602find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2603{
2617 object *tmp; 2604 object *tmp;
2618 2605
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2606 for (tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2607 if (tmp->type == type && tmp->subtype == subtype)
2608 return tmp;
2621 2609
2622 return NULL; 2610 return NULL;
2623} 2611}
2624 2612
2625/* 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,
2626 * otherwise return NULL. 2614 * otherwise return NULL.
2627 * 2615 *
2628 * 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
2629 * do the desired thing. 2617 * do the desired thing.
2630 */ 2618 */
2619key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2620get_ob_key_link (const object *ob, const char *key)
2621{
2632 key_value * link; 2622 key_value *link;
2633 2623
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2624 for (link = ob->key_values; link != NULL; link = link->next)
2635 if (link->key == key) { 2625 if (link->key == key)
2636 return link; 2626 return link;
2637 } 2627
2638 }
2639
2640 return NULL; 2628 return NULL;
2641} 2629}
2642 2630
2643/* 2631/*
2644 * 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.
2645 * 2633 *
2646 * The argument doesn't need to be a shared string. 2634 * The argument doesn't need to be a shared string.
2647 * 2635 *
2648 * The returned string is shared. 2636 * The returned string is shared.
2649 */ 2637 */
2638const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2639get_ob_key_value (const object *op, const char *const key)
2640{
2651 key_value * link; 2641 key_value *link;
2652 const char * canonical_key; 2642 shstr_cmp canonical_key (key);
2643
2644 if (!canonical_key)
2653 2645 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2646 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2647 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2648 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2649 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2650 */
2662 return NULL; 2651 return 0;
2663 } 2652 }
2664 2653
2665 /* This is copied from get_ob_key_link() above - 2654 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2655 * only 4 lines, and saves the function call overhead.
2667 */ 2656 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2657 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2658 if (link->key == canonical_key)
2670 return link->value; 2659 return link->value;
2671 } 2660
2672 } 2661 return 0;
2673 return NULL;
2674} 2662}
2675 2663
2676 2664
2677/* 2665/*
2678 * Updates the canonical_key in op to value. 2666 * Updates the canonical_key in op to value.
2682 * 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
2683 * keys. 2671 * keys.
2684 * 2672 *
2685 * Returns TRUE on success. 2673 * Returns TRUE on success.
2686 */ 2674 */
2675int
2687int 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 *
2688 key_value * field = NULL, *last=NULL; 2679 field = NULL, *last = NULL;
2689 2680
2690 for (field=op->key_values; field != NULL; field=field->next) { 2681 for (field = op->key_values; field != NULL; field = field->next)
2682 {
2691 if (field->key != canonical_key) { 2683 if (field->key != canonical_key)
2684 {
2692 last = field; 2685 last = field;
2693 continue; 2686 continue;
2694 } 2687 }
2695 2688
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2689 if (value)
2698 field->value = add_string(value); 2690 field->value = value;
2699 else { 2691 else
2692 {
2700 /* Basically, if the archetype has this key set, 2693 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2694 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2695 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2696 * we get this value back again.
2704 */ 2697 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2698 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2699 field->value = 0;
2707 else { 2700 else
2708 /* Delete this link */ 2701 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2702 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2703 last->next = field->next;
2704 else
2712 else op->key_values = field->next; 2705 op->key_values = field->next;
2706
2713 free(field); 2707 delete field;
2714 } 2708 }
2715 } 2709 }
2716 return TRUE; 2710 return TRUE;
2717 } 2711 }
2718 /* IF we get here, key doesn't exist */ 2712 /* IF we get here, key doesn't exist */
2719 2713
2720 /* No field, we'll have to add it. */ 2714 /* No field, we'll have to add it. */
2715
2716 if (!add_key)
2721 2717 {
2722 if (!add_key) {
2723 return FALSE; 2718 return FALSE;
2724 } 2719 }
2725 /* There isn't any good reason to store a null 2720 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2721 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2722 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2723 * be here. If user wants to store empty strings,
2729 * should pass in "" 2724 * should pass in ""
2730 */ 2725 */
2731 if (value == NULL) return TRUE; 2726 if (value == NULL)
2732
2733 field = (key_value *) malloc(sizeof(key_value));
2734
2735 field->key = add_refcount(canonical_key);
2736 field->value = add_string(value);
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 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;
2742} 2738}
2743 2739
2744/* 2740/*
2745 * Updates the key in op to value. 2741 * Updates the key in op to value.
2746 * 2742 *
2748 * and not add new ones. 2744 * and not add new ones.
2749 * 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
2750 * 2746 *
2751 * Returns TRUE on success. 2747 * Returns TRUE on success.
2752 */ 2748 */
2749int
2753int 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)
2754 const char * canonical_key = NULL; 2751{
2755 int floating_ref = FALSE; 2752 shstr key_ (key);
2756 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)
2757 2768 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2769 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2770
2760 */ 2771 while (item->inv)
2772 item = item->inv;
2761 2773 }
2762 canonical_key = find_string(key); 2774 else
2763 if (canonical_key == NULL) { 2775 item = item->env;
2764 canonical_key = add_string(key);
2765 floating_ref = TRUE;
2766 }
2767
2768 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2769
2770 if (floating_ref) {
2771 free_string(canonical_key);
2772 }
2773
2774 return ret;
2775} 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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