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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 1.74 by root, Wed Dec 20 09:14:21 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}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
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) { 363dump_object (object *op)
332 if(op==NULL) { 364{
333 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
334 return; 366 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 367
340void dump_all_objects(void) { 368 object_freezer freezer;
341 object *op; 369 save_object (freezer, op, 3);
342 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 371}
347 372
348/* 373/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
352 */ 377 */
353 378
379object *
354object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
355 object *tmp,*closest; 382 object *tmp, *closest;
356 int last_dist,i; 383 int last_dist, i;
384
357 if(op->more==NULL) 385 if (op->more == NULL)
358 return op; 386 return op;
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
362 return closest; 390 return closest;
363} 391}
364 392
365/* 393/*
366 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
367 */ 395 */
368 396
397object *
369object *find_object(tag_t i) { 398find_object (tag_t i)
370 object *op; 399{
371 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 401 if (op->count == i)
373 break; 402 return op;
403
374 return op; 404 return 0;
375} 405}
376 406
377/* 407/*
378 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
381 */ 411 */
382 412
413object *
383object *find_object_name(const char *str) { 414find_object_name (const char *str)
384 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
385 object *op; 417 object *op;
418
386 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
387 if(op->name==name) 420 if (op->name == str_)
388 break; 421 break;
389 free_string(name); 422
390 return op; 423 return op;
391} 424}
392 425
426void
393void free_all_object_data(void) { 427free_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{ 428{
435 if (!op) return; 429 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} 430}
443
444
445 431
446/* 432/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 434 * skill and experience objects.
449 */ 435 */
450void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
451{ 438{
452 if(owner==NULL||op==NULL) 439 if (!owner)
453 return; 440 return;
454 441
455 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts 446 * 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. 447 * didn't match, this check is valid and I believe that cause is valid.
461 */ 448 */
462 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
464 451
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; 452 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} 453}
518 454
519/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 456 * refcounts and freeing the links.
521 */ 457 */
458static void
522static void free_key_values(object * op) { 459free_key_values (object *op)
523 key_value * i; 460{
524 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
525 462 {
526 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
527 467 }
528 for (i = op->key_values; i != NULL; i = next) { 468
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; 469 op->key_values = 0;
539} 470}
540 471
472void object::clear ()
473{
474 attachable_base::clear ();
541 475
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); 476 free_key_values (this);
570 477
571 /* the memset will clear all these values for us, but we need 478 owner = 0;
572 * to reduce the refcount on them. 479 name = 0;
573 */ 480 name_pl = 0;
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 481 title = 0;
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 482 race = 0;
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 483 slaying = 0;
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 484 skill = 0;
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 485 msg = 0;
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 486 lore = 0;
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 487 custom_name = 0;
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 488 materialname = 0;
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 489 contr = 0;
490 below = 0;
491 above = 0;
492 inv = 0;
493 container = 0;
494 env = 0;
495 more = 0;
496 head = 0;
497 map = 0;
498 active_next = 0;
499 active_prev = 0;
583 500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
584 502
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); 503 SET_FLAG (this, FLAG_REMOVED);
591 504
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 */ 505 /* What is not cleared is next, prev, and count */
607 506
608 op->expmul=1.0; 507 expmul = 1.0;
609 op->face = blank_face; 508 face = blank_face;
610 op->attacked_by_count = (tag_t) -1; 509
611 if (settings.casting_time) 510 if (settings.casting_time)
612 op->casting_time = -1; 511 casting_time = -1;
613
614} 512}
615 513
616/* 514/*
617 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
618 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
619 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 518 * 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 519 * if the first object is freed, the pointers in the new object
622 * will point at garbage. 520 * will point at garbage.
623 */ 521 */
522void
523object::copy_to (object *dst)
524{
525 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
526 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
624 527
625void copy_object(object *op2, object *op) { 528 *(object_copy *)dst = *this;
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 529 *(object_pod *)dst = *this;
627 event *evt, *evt2, *evt_new;
628 530
629 op->clear (); 531 if (self || cb)
532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
630 533
631 /* Decrement the refcounts, but don't bother zeroing the fields; 534 if (is_freed)
632 they'll be overwritten by memcpy. */ 535 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);
643 536
644 /* Basically, same code as from clear_object() */ 537 if (is_removed)
645 for (evt = op->events; evt; evt=evt2) { 538 SET_FLAG (dst, FLAG_REMOVED);
646 evt2 = evt->next;
647 539
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 540 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; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
676 542
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. */ 543 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 544 if (key_values)
545 {
700 key_value * tail = NULL; 546 key_value *tail = 0;
701 key_value * i; 547 key_value *i;
702 548
703 op->key_values = NULL; 549 dst->key_values = 0;
704 550
705 for (i = op2->key_values; i != NULL; i = i->next) { 551 for (i = key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 552 {
553 key_value *new_link = new key_value;
707 554
708 new_link->next = NULL; 555 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 556 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 557 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 558
715 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 560 if (!dst->key_values)
561 {
717 op->key_values = new_link; 562 dst->key_values = new_link;
718 tail = new_link; 563 tail = new_link;
719 } else {
720 tail->next = new_link;
721 tail = new_link;
722 } 564 }
565 else
566 {
567 tail->next = new_link;
568 tail = new_link;
723 } 569 }
570 }
724 } 571 }
725 572
726 update_ob_speed(op); 573 update_ob_speed (dst);
727} 574}
728 575
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; 576object *
770 577object::clone ()
771 if(free_objects==NULL) { 578{
772 expand_objects(); 579 object *neu = create ();
773 } 580 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; 581 return neu;
812} 582}
813 583
814/* 584/*
815 * If an object with the IS_TURNABLE() flag needs to be turned due 585 * 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 586 * 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. 587 * be called to update the face variable, _and_ how it looks on the map.
818 */ 588 */
819 589
590void
820void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
822 return; 594 return;
823 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
825} 597}
826 598
827/* 599/*
828 * Updates the speed of an object. If the speed changes from 0 to another 600 * 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. 601 * 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. 602 * This function needs to be called whenever the speed of an object changes.
831 */ 603 */
832 604void
833void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
834 extern int arch_init; 607 extern int arch_init;
835 608
836 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
837 * since they never really need to be updated. 610 * since they never really need to be updated.
838 */ 611 */
839 612
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 615 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
842#ifdef MANY_CORES 616#ifdef MANY_CORES
843 abort(); 617 abort ();
844#else 618#else
845 op->speed = 0; 619 op->speed = 0;
846#endif 620#endif
847 } 621 }
622
848 if (arch_init) { 623 if (arch_init)
624 return;
625
626 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
627 {
628 /* If already on active list, don't do anything */
629 if (op->active_next || op->active_prev || op == active_objects)
849 return; 630 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;
855 631
856 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
857 * of the list. */ 633 * of the list. */
858 op->active_next = active_objects; 634 op->active_next = active_objects;
635
859 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
860 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
861 active_objects = op; 639 active_objects = op;
640 }
641 else
862 } 642 {
863 else {
864 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
865 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
866 return; 645 return;
867 646
868 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
869 active_objects = op->active_next; 649 active_objects = op->active_next;
650
870 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
871 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
653 }
654 else
872 } 655 {
873 else {
874 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
875 if (op->active_next) 658 if (op->active_next)
876 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
877 } 660 }
661
878 op->active_next = NULL; 662 op->active_next = NULL;
879 op->active_prev = NULL; 663 op->active_prev = NULL;
880 } 664 }
881} 665}
882 666
883/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
884 * objects. 668 * objects.
886 * reference maps where you don't want an object that isn't 670 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object. 673 * will do the right thing based on the speed of the object.
890 */ 674 */
675void
891void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
892{ 677{
893 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
895 return; 680 return;
896 681
897 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
898 active_objects = op->active_next; 684 active_objects = op->active_next;
899 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
900 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
901 } 689 {
902 else {
903 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
904 if (op->active_next) 691 if (op->active_next)
905 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
906 } 693 }
907 op->active_next = NULL; 694 op->active_next = NULL;
908 op->active_prev = NULL; 695 op->active_prev = NULL;
909} 696}
910 697
911/* 698/*
912 * update_object() updates the array which represents the map. 699 * update_object() updates the array which represents the map.
913 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 715 * 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. 716 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 717 * UP_OBJ_FACE: only the objects face has changed.
931 */ 718 */
932 719
720void
933void update_object(object *op, int action) { 721update_object (object *op, int action)
722{
934 int update_now=0, flags; 723 int update_now = 0, flags;
935 MoveType move_on, move_off, move_block, move_slow; 724 MoveType move_on, move_off, move_block, move_slow;
936 725
937 if (op == NULL) { 726 if (op == NULL)
727 {
938 /* this should never happen */ 728 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 729 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 730 return;
941 }
942 731 }
732
943 if(op->env!=NULL) { 733 if (op->env != NULL)
734 {
944 /* Animation is currently handled by client, so nothing 735 /* Animation is currently handled by client, so nothing
945 * to do in this case. 736 * to do in this case.
946 */ 737 */
947 return; 738 return;
948 } 739 }
949 740
950 /* If the map is saving, don't do anything as everything is 741 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways. 742 * going to get freed anyways.
952 */ 743 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 744 if (!op->map || op->map->in_memory == MAP_SAVING)
954 745 return;
746
955 /* make sure the object is within map boundaries */ 747 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 748 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)) { 749 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 750 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 751#ifdef MANY_CORES
960 abort(); 752 abort ();
961#endif 753#endif
962 return; 754 return;
963 }
964 755 }
756
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 757 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 758 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); 759 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); 760 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); 761 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); 762 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
971 763
972 if (action == UP_OBJ_INSERT) { 764 if (action == UP_OBJ_INSERT)
765 {
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 766 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
974 update_now=1; 767 update_now = 1;
975 768
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 769 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
977 update_now=1; 770 update_now = 1;
978 771
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 772 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
980 update_now=1; 773 update_now = 1;
981 774
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 775 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1; 776 update_now = 1;
984 777
778 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
779 update_now = 1;
780
985 if ((move_on | op->move_on) != move_on) update_now=1; 781 if ((move_on | op->move_on) != move_on)
782 update_now = 1;
783
986 if ((move_off | op->move_off) != move_off) update_now=1; 784 if ((move_off | op->move_off) != move_off)
785 update_now = 1;
786
987 /* This isn't perfect, but I don't expect a lot of objects to 787 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 788 * to have move_allow right now.
989 */ 789 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 790 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
991 update_now=1; 791 update_now = 1;
792
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 793 if ((move_slow | op->move_slow) != move_slow)
794 update_now = 1;
993 } 795 }
796
994 /* if the object is being removed, we can't make intelligent 797 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 798 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 799 * that is being removed.
997 */ 800 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 801 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 802 update_now = 1;
1000 } else if (action == UP_OBJ_FACE) { 803 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 804 /* Nothing to do for that case */ ;
1002 }
1003 else { 805 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 806 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 807
1007 if (update_now) { 808 if (update_now)
809 {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 810 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); 811 update_position (op->map, op->x, op->y);
1010 } 812 }
1011 813
1012 if(op->more!=NULL) 814 if (op->more != NULL)
1013 update_object(op->more, action); 815 update_object (op->more, action);
1014} 816}
1015 817
818object::vector object::mortals;
819object::vector object::objects; // not yet used
820object *object::first;
821
822void object::free_mortals ()
823{
824 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
825 if ((*i)->refcnt)
826 ++i; // further delay freeing
827 else
828 {
829 delete *i;
830 mortals.erase (i);
831 }
832}
833
834object::object ()
835{
836 SET_FLAG (this, FLAG_REMOVED);
837
838 expmul = 1.0;
839 face = blank_face;
840}
841
842object::~object ()
843{
844 free_key_values (this);
845}
846
847void object::link ()
848{
849 count = ++ob_count;
850 uuid = gen_uuid ();
851
852 prev = 0;
853 next = object::first;
854
855 if (object::first)
856 object::first->prev = this;
857
858 object::first = this;
859}
860
861void object::unlink ()
862{
863 if (this == object::first)
864 object::first = next;
865
866 /* Remove this object from the list of used objects */
867 if (prev) prev->next = next;
868 if (next) next->prev = prev;
869
870 prev = 0;
871 next = 0;
872}
873
874object *object::create ()
875{
876 object *op = new object;
877 op->link ();
878 return op;
879}
1016 880
1017/* 881/*
1018 * free_object() frees everything allocated by an object, removes 882 * free_object() frees everything allocated by an object, removes
1019 * it from the list of used objects, and puts it on the list of 883 * 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. 884 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for 885 * The object must have been removed by remove_ob() first for
1022 * this function to succeed. 886 * this function to succeed.
1023 * 887 *
1024 * If free_inventory is set, free inventory as well. Else drop items in 888 * If destroy_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground. 889 * inventory to the ground.
1026 */ 890 */
1027 891void object::destroy (bool destroy_inventory)
1028void free_object(object *ob) { 892{
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)) { 893 if (QUERY_FLAG (this, FLAG_FREED))
1048 dump_object(ob);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1050 return; 894 return;
895
896 if (QUERY_FLAG (this, FLAG_FRIENDLY))
897 remove_friendly_object (this);
898
899 if (!QUERY_FLAG (this, FLAG_REMOVED))
900 remove ();
901
902 SET_FLAG (this, FLAG_FREED);
903
904 if (more)
1051 } 905 {
1052 if(ob->more!=NULL) { 906 more->destroy (destroy_inventory);
1053 free_object2(ob->more, free_inventory); 907 more = 0;
1054 ob->more=NULL; 908 }
909
910 if (inv)
1055 } 911 {
1056 if (ob->inv) {
1057 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 913 * if some form of movement is allowed, let objects
1059 * drop on that space. 914 * drop on that space.
1060 */ 915 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 916 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)) 917 {
918 object *op = inv;
919
920 while (op)
1063 { 921 {
1064 op=ob->inv;
1065 while(op!=NULL) {
1066 tmp=op->below; 922 object *tmp = op->below;
1067 remove_ob(op); 923 op->destroy (destroy_inventory);
1068 free_object2(op, free_inventory);
1069 op=tmp; 924 op = tmp;
1070 } 925 }
1071 } 926 }
927 else
1072 else { /* Put objects in inventory onto this space */ 928 { /* Put objects in inventory onto this space */
1073 op=ob->inv; 929 object *op = inv;
930
1074 while(op!=NULL) { 931 while (op)
932 {
1075 tmp=op->below; 933 object *tmp = op->below;
934
1076 remove_ob(op); 935 op->remove ();
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 936
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 937 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1079 free_object(op); 938 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
939 op->destroy ();
1080 else { 940 else
941 {
1081 op->x=ob->x; 942 op->x = x;
1082 op->y=ob->y; 943 op->y = y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 944 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1084 } 945 }
946
1085 op=tmp; 947 op = tmp;
1086 } 948 }
1087 } 949 }
1088 } 950 }
951
952 // hack to ensure that freed objects still have a valid map
953 {
954 static maptile *freed_map; // freed objects are moved here to avoid crashes
955
956 if (!freed_map)
957 {
958 freed_map = new maptile;
959
960 freed_map->name = "/internal/freed_objects_map";
961 freed_map->width = 3;
962 freed_map->height = 3;
963
964 freed_map->allocate ();
965 }
966
967 map = freed_map;
968 x = 1;
969 y = 1;
970 }
971
972 // clear those pointers that likely might have circular references to us
973 owner = 0;
974 enemy = 0;
975 attacked_by = 0;
976
977 // only relevant for players(?), but make sure of it anyways
978 contr = 0;
979
1089 /* Remove object from the active list */ 980 /* Remove object from the active list */
1090 ob->speed = 0; 981 speed = 0;
1091 update_ob_speed(ob); 982 update_ob_speed (this);
1092 983
1093 SET_FLAG(ob, FLAG_FREED); 984 unlink ();
1094 ob->count = 0;
1095 985
1096 /* Remove this object from the list of used objects */ 986 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} 987}
1181 988
1182/* 989/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 990 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)). 991 * weight of an object (and what is carried by it's environment(s)).
1185 */ 992 */
1186 993void
1187void sub_weight (object *op, signed long weight) { 994sub_weight (object *op, signed long weight)
995{
1188 while (op != NULL) { 996 while (op != NULL)
997 {
1189 if (op->type == CONTAINER) { 998 if (op->type == CONTAINER)
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 999 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 1000
1192 op->carrying-=weight; 1001 op->carrying -= weight;
1193 op = op->env; 1002 op = op->env;
1194 } 1003 }
1195} 1004}
1196 1005
1197/* remove_ob(op): 1006/* op->remove ():
1198 * This function removes the object op from the linked list of objects 1007 * 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 1008 * which it is currently tied to. When this function is done, the
1200 * object will have no environment. If the object previously had an 1009 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to 1010 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 1011 * the previous environment.
1203 * Beware: This function is called from the editor as well! 1012 * Beware: This function is called from the editor as well!
1204 */ 1013 */
1205 1014void
1206void remove_ob(object *op) { 1015object::remove ()
1016{
1207 object *tmp,*last=NULL; 1017 object *tmp, *last = 0;
1208 object *otmp; 1018 object *otmp;
1209 tag_t tag; 1019
1210 int check_walk_off; 1020 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214 1021
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1022 if (QUERY_FLAG (this, FLAG_REMOVED))
1216 dump_object(op); 1023 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 1024
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); 1025 SET_FLAG (this, FLAG_REMOVED);
1235 1026
1027 if (more)
1028 more->remove ();
1029
1236 /* 1030 /*
1237 * In this case, the object to be removed is in someones 1031 * In this case, the object to be removed is in someones
1238 * inventory. 1032 * inventory.
1239 */ 1033 */
1240 if(op->env!=NULL) { 1034 if (env)
1035 {
1241 if(op->nrof) 1036 if (nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 1037 sub_weight (env, weight * nrof);
1243 else 1038 else
1244 sub_weight(op->env, op->weight+op->carrying); 1039 sub_weight (env, weight + carrying);
1245 1040
1246 /* NO_FIX_PLAYER is set when a great many changes are being 1041 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 1042 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 1043 * to save cpu time.
1249 */ 1044 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1045 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1252 fix_player(otmp); 1046 fix_player (otmp);
1253 1047
1254 if(op->above!=NULL) 1048 if (above != NULL)
1255 op->above->below=op->below; 1049 above->below = below;
1256 else 1050 else
1257 op->env->inv=op->below; 1051 env->inv = below;
1258 1052
1259 if(op->below!=NULL) 1053 if (below != NULL)
1260 op->below->above=op->above; 1054 below->above = above;
1261 1055
1262 /* we set up values so that it could be inserted into 1056 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up 1057 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do. 1058 * to the caller to decide what we want to do.
1059 */
1060 x = env->x, y = env->y;
1061 map = env->map;
1062 above = 0, below = 0;
1063 env = 0;
1064 }
1065 else if (map)
1066 {
1067 /* Re did the following section of code - it looks like it had
1068 * lots of logic for things we no longer care about
1069 */
1070
1071 /* link the object above us */
1072 if (above)
1073 above->below = below;
1074 else
1075 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1076
1077 /* Relink the object below us, if there is one */
1078 if (below)
1079 below->above = above;
1080 else
1081 {
1082 /* Nothing below, which means we need to relink map object for this space
1083 * use translated coordinates in case some oddness with map tiling is
1084 * evident
1265 */ 1085 */
1266 op->x=op->env->x,op->y=op->env->y; 1086 if (GET_MAP_OB (map, x, y) != this)
1267 op->ox=op->x,op->oy=op->y; 1087 {
1268 op->map=op->env->map; 1088 char *dump = dump_object (this);
1269 op->above=NULL,op->below=NULL; 1089 LOG (llevError,
1270 op->env=NULL; 1090 "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);
1091 free (dump);
1092 dump = dump_object (GET_MAP_OB (map, x, y));
1093 LOG (llevError, "%s\n", dump);
1094 free (dump);
1095 }
1096
1097 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1098 }
1099
1100 above = 0;
1101 below = 0;
1102
1103 if (map->in_memory == MAP_SAVING)
1271 return; 1104 return;
1272 }
1273 1105
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); 1106 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1107
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1108 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1109 {
1330 /* No point updating the players look faces if he is the object 1110 /* No point updating the players look faces if he is the object
1331 * being removed. 1111 * being removed.
1332 */ 1112 */
1333 1113
1334 if(tmp->type==PLAYER && tmp!=op) { 1114 if (tmp->type == PLAYER && tmp != this)
1115 {
1335 /* If a container that the player is currently using somehow gets 1116 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1117 * removed (most likely destroyed), update the player view
1337 * appropriately. 1118 * appropriately.
1338 */ 1119 */
1339 if (tmp->container==op) { 1120 if (tmp->container == this)
1121 {
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1122 CLEAR_FLAG (this, FLAG_APPLIED);
1341 tmp->container=NULL; 1123 tmp->container = 0;
1124 }
1125
1126 tmp->contr->socket->floorbox_update ();
1342 } 1127 }
1343 tmp->contr->socket.update_look=1; 1128
1344 }
1345 /* See if player moving off should effect something */ 1129 /* See if player moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) && 1130 if (check_walk_off
1131 && ((move_type & tmp->move_off)
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1132 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1348 1133 {
1349 move_apply(tmp, op, NULL); 1134 move_apply (tmp, this, 0);
1135
1350 if (was_destroyed (op, tag)) { 1136 if (destroyed ())
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1137 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 } 1138 }
1354 }
1355 1139
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1140 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357 1141
1358 if(tmp->above == tmp) 1142 if (tmp->above == tmp)
1359 tmp->above = NULL; 1143 tmp->above = 0;
1144
1360 last=tmp; 1145 last = tmp;
1361 } 1146 }
1147
1362 /* last == NULL of there are no objects on this space */ 1148 /* last == NULL of there are no objects on this space */
1363 if (last==NULL) { 1149 if (!last)
1150 {
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1151 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1152 * 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 1153 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways. 1154 * be correct anyways.
1368 */ 1155 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1156 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y); 1157 update_position (map, x, y);
1371 } 1158 }
1372 else 1159 else
1373 update_object(last, UP_OBJ_REMOVE); 1160 update_object (last, UP_OBJ_REMOVE);
1374 1161
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1162 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1376 update_all_los(op->map, op->x, op->y); 1163 update_all_los (map, x, y);
1377 1164 }
1378} 1165}
1379 1166
1380/* 1167/*
1381 * merge_ob(op,top): 1168 * merge_ob(op,top):
1382 * 1169 *
1383 * This function goes through all objects below and including top, and 1170 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1171 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1172 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1173 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1174 */
1388 1175object *
1389object *merge_ob(object *op, object *top) { 1176merge_ob (object *op, object *top)
1177{
1390 if(!op->nrof) 1178 if (!op->nrof)
1391 return 0; 1179 return 0;
1180
1392 if(top==NULL) 1181 if (top == NULL)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1182 for (top = op; top != NULL && top->above != NULL; top = top->above);
1183
1394 for(;top!=NULL;top=top->below) { 1184 for (; top != NULL; top = top->below)
1185 {
1395 if(top==op) 1186 if (top == op)
1396 continue; 1187 continue;
1397 if (CAN_MERGE(op,top)) 1188
1398 { 1189 if (object::can_merge (op, top))
1190 {
1399 top->nrof+=op->nrof; 1191 top->nrof += op->nrof;
1192
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1193/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1194 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1195 op->destroy ();
1403 free_object(op);
1404 return top; 1196 return top;
1405 } 1197 }
1406 } 1198 }
1199
1407 return NULL; 1200 return 0;
1408} 1201}
1409 1202
1410/* 1203/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1204 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters 1205 * job preparing multi-part monsters
1413 */ 1206 */
1207object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1209{
1415 object* tmp; 1210 object *tmp;
1211
1416 if (op->head) 1212 if (op->head)
1417 op=op->head; 1213 op = op->head;
1214
1418 for (tmp=op;tmp;tmp=tmp->more){ 1215 for (tmp = op; tmp; tmp = tmp->more)
1216 {
1419 tmp->x=x+tmp->arch->clone.x; 1217 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1218 tmp->y = y + tmp->arch->clone.y;
1421 } 1219 }
1220
1422 return insert_ob_in_map (op, m, originator, flag); 1221 return insert_ob_in_map (op, m, originator, flag);
1423} 1222}
1424 1223
1425/* 1224/*
1426 * insert_ob_in_map (op, map, originator, flag): 1225 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1226 * This function inserts the object in the two-way linked list
1441 * new object if 'op' was merged with other object 1240 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1241 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1242 * just 'op' otherwise
1444 */ 1243 */
1445 1244
1245object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1246insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1247{
1448 object *tmp, *top, *floor=NULL; 1248 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1249 sint16 x, y;
1450 1250
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1251 if (QUERY_FLAG (op, FLAG_FREED))
1252 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1253 LOG (llevError, "Trying to insert freed object!\n");
1254 return NULL;
1255 }
1256
1257 if (m == NULL)
1258 {
1259 char *dump = dump_object (op);
1260 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1261 free (dump);
1262 return op;
1263 }
1264
1265 if (out_of_map (m, op->x, op->y))
1266 {
1267 char *dump = dump_object (op);
1268 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1269#ifdef MANY_CORES
1270 /* Better to catch this here, as otherwise the next use of this object
1271 * is likely to cause a crash. Better to find out where it is getting
1272 * improperly inserted.
1273 */
1274 abort ();
1275#endif
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (!QUERY_FLAG (op, FLAG_REMOVED))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1284 free (dump);
1285 return op;
1286 }
1287
1288 if (op->more != NULL)
1289 {
1290 /* The part may be on a different map. */
1291
1292 object *more = op->more;
1293
1294 /* We really need the caller to normalize coordinates - if
1295 * we set the map, that doesn't work if the location is within
1296 * a map and this is straddling an edge. So only if coordinate
1297 * is clear wrong do we normalize it.
1298 */
1299 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1300 more->map = get_map_from_coord (m, &more->x, &more->y);
1301 else if (!more->map)
1302 {
1303 /* For backwards compatibility - when not dealing with tiled maps,
1304 * more->map should always point to the parent.
1305 */
1306 more->map = m;
1307 }
1308
1309 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1310 {
1311 if (!op->head)
1312 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1313
1314 return NULL;
1315 }
1316 }
1317
1318 CLEAR_FLAG (op, FLAG_REMOVED);
1319
1320 /* Ideally, the caller figures this out. However, it complicates a lot
1321 * of areas of callers (eg, anything that uses find_free_spot would now
1322 * need extra work
1323 */
1324 op->map = get_map_from_coord (m, &op->x, &op->y);
1325 x = op->x;
1326 y = op->y;
1327
1328 /* this has to be done after we translate the coordinates.
1329 */
1330 if (op->nrof && !(flag & INS_NO_MERGE))
1331 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1332 if (object::can_merge (op, tmp))
1333 {
1334 op->nrof += tmp->nrof;
1335 tmp->destroy ();
1336 }
1337
1338 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1339 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1340
1341 if (!QUERY_FLAG (op, FLAG_ALIVE))
1342 CLEAR_FLAG (op, FLAG_NO_STEAL);
1343
1344 if (flag & INS_BELOW_ORIGINATOR)
1345 {
1346 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1347 {
1348 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1349 abort ();
1350 }
1351
1352 op->above = originator;
1353 op->below = originator->below;
1354
1355 if (op->below)
1356 op->below->above = op;
1357 else
1358 SET_MAP_OB (op->map, op->x, op->y, op);
1359
1360 /* since *below* originator, no need to update top */
1361 originator->below = op;
1362 }
1363 else
1364 {
1365 /* If there are other objects, then */
1366 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1367 {
1368 object *last = NULL;
1369
1370 /*
1371 * If there are multiple objects on this space, we do some trickier handling.
1372 * We've already dealt with merging if appropriate.
1373 * Generally, we want to put the new object on top. But if
1374 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1375 * floor, we want to insert above that and no further.
1376 * Also, if there are spell objects on this space, we stop processing
1377 * once we get to them. This reduces the need to traverse over all of
1378 * them when adding another one - this saves quite a bit of cpu time
1379 * when lots of spells are cast in one area. Currently, it is presumed
1380 * that flying non pickable objects are spell objects.
1381 */
1382
1383 while (top != NULL)
1384 {
1385 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1386 floor = top;
1387
1388 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1389 {
1390 /* We insert above top, so we want this object below this */
1391 top = top->below;
1392 break;
1393 }
1394
1395 last = top;
1396 top = top->above;
1397 }
1398
1399 /* Don't want top to be NULL, so set it to the last valid object */
1400 top = last;
1401
1402 /* We let update_position deal with figuring out what the space
1403 * looks like instead of lots of conditions here.
1404 * makes things faster, and effectively the same result.
1405 */
1406
1407 /* Have object 'fall below' other objects that block view.
1408 * Unless those objects are exits, type 66
1409 * If INS_ON_TOP is used, don't do this processing
1410 * Need to find the object that in fact blocks view, otherwise
1411 * stacking is a bit odd.
1412 */
1413 if (!(flag & INS_ON_TOP) &&
1414 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1415 {
1416 for (last = top; last != floor; last = last->below)
1417 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1418 break;
1419 /* Check to see if we found the object that blocks view,
1420 * and make sure we have a below pointer for it so that
1421 * we can get inserted below this one, which requires we
1422 * set top to the object below us.
1423 */
1424 if (last && last->below && last != floor)
1425 top = last->below;
1426 }
1427 } /* If objects on this space */
1428
1429 if (flag & INS_MAP_LOAD)
1430 top = GET_MAP_TOP (op->map, op->x, op->y);
1431
1432 if (flag & INS_ABOVE_FLOOR_ONLY)
1433 top = floor;
1434
1435 /* Top is the object that our object (op) is going to get inserted above.
1436 */
1437
1438 /* First object on this space */
1439 if (!top)
1440 {
1441 op->above = GET_MAP_OB (op->map, op->x, op->y);
1442
1443 if (op->above)
1444 op->above->below = op;
1445
1446 op->below = NULL;
1447 SET_MAP_OB (op->map, op->x, op->y, op);
1448 }
1449 else
1450 { /* get inserted into the stack above top */
1451 op->above = top->above;
1452
1453 if (op->above)
1454 op->above->below = op;
1455
1456 op->below = top;
1457 top->above = op;
1458 }
1459
1460 if (op->above == NULL)
1461 SET_MAP_TOP (op->map, op->x, op->y, op);
1462 } /* else not INS_BELOW_ORIGINATOR */
1463
1464 if (op->type == PLAYER)
1465 op->contr->do_los = 1;
1466
1467 /* If we have a floor, we know the player, if any, will be above
1468 * it, so save a few ticks and start from there.
1469 */
1470 if (!(flag & INS_MAP_LOAD))
1471 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1472 if (tmp->type == PLAYER)
1473 tmp->contr->socket->floorbox_update ();
1474
1475 /* If this object glows, it may affect lighting conditions that are
1476 * visible to others on this map. But update_all_los is really
1477 * an inefficient way to do this, as it means los for all players
1478 * on the map will get recalculated. The players could very well
1479 * be far away from this change and not affected in any way -
1480 * this should get redone to only look for players within range,
1481 * or just updating the P_NEED_UPDATE for spaces within this area
1482 * of effect may be sufficient.
1483 */
1484 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1485 update_all_los (op->map, op->x, op->y);
1486
1487 /* updates flags (blocked, alive, no magic, etc) for this map space */
1488 update_object (op, UP_OBJ_INSERT);
1489
1490 /* Don't know if moving this to the end will break anything. However,
1491 * we want to have floorbox_update called before calling this.
1492 *
1493 * check_move_on() must be after this because code called from
1494 * check_move_on() depends on correct map flags (so functions like
1495 * blocked() and wall() work properly), and these flags are updated by
1496 * update_object().
1497 */
1498
1499 /* if this is not the head or flag has been passed, don't check walk on status */
1500 if (!(flag & INS_NO_WALK_ON) && !op->head)
1501 {
1502 if (check_move_on (op, originator))
1453 return NULL; 1503 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 1504
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 1505 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1506 * walk on's.
1674 */ 1507 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1508 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1509 if (check_move_on (tmp, originator))
1677 return NULL; 1510 return NULL;
1678 } 1511 }
1512
1679 return op; 1513 return op;
1680} 1514}
1681 1515
1682/* this function inserts an object in the map, but if it 1516/* 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. 1517 * 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. 1518 * op is the object to insert it under: supplies x and the map.
1685 */ 1519 */
1520void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1521replace_insert_ob_in_map (const char *arch_string, object *op)
1522{
1687 object *tmp; 1523 object *
1688 object *tmp1; 1524 tmp;
1525 object *
1526 tmp1;
1689 1527
1690 /* first search for itself and remove any old instances */ 1528 /* first search for itself and remove any old instances */
1691 1529
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1530 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 */ { 1531 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1694 remove_ob(tmp); 1532 tmp->destroy ();
1695 free_object(tmp);
1696 }
1697 }
1698 1533
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1534 tmp1 = arch_to_object (archetype::find (arch_string));
1700 1535
1701 1536 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1537 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1538 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1539}
1705 1540
1706/* 1541/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1542 * 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 1543 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0). 1544 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the 1545 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1546 * global static errmsg array.
1712 */ 1547 */
1713 1548
1549object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1550get_split_ob (object *orig_ob, uint32 nr)
1551{
1715 object *newob; 1552 object *newob;
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1553 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1554
1718 if(orig_ob->nrof<nr) { 1555 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1556 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1557 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1558 return NULL;
1722 } 1559 }
1560
1723 newob = object_create_clone(orig_ob); 1561 newob = object_create_clone (orig_ob);
1562
1724 if((orig_ob->nrof-=nr)<1) { 1563 if ((orig_ob->nrof -= nr) < 1)
1725 if ( ! is_removed) 1564 orig_ob->destroy (1);
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) { 1565 else if (!is_removed)
1566 {
1730 if(orig_ob->env!=NULL) 1567 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1568 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1569 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1570 {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1571 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"); 1572 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL; 1573 return NULL;
1737 } 1574 }
1738 } 1575 }
1576
1739 newob->nrof=nr; 1577 newob->nrof = nr;
1740 1578
1741 return newob; 1579 return newob;
1742} 1580}
1743 1581
1744/* 1582/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1583 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1584 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1585 * is subsequently removed and freed.
1748 * 1586 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1587 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1588 */
1751 1589
1590object *
1752object *decrease_ob_nr (object *op, uint32 i) 1591decrease_ob_nr (object *op, uint32 i)
1753{ 1592{
1754 object *tmp; 1593 object *tmp;
1755 player *pl; 1594 player *pl;
1756 1595
1757 if (i == 0) /* objects with op->nrof require this check */ 1596 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1597 return op;
1759 1598
1760 if (i > op->nrof) 1599 if (i > op->nrof)
1761 i = op->nrof; 1600 i = op->nrof;
1762 1601
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1602 if (QUERY_FLAG (op, FLAG_REMOVED))
1603 op->nrof -= i;
1604 else if (op->env)
1605 {
1606 /* is this object in the players inventory, or sub container
1607 * therein?
1608 */
1609 tmp = op->in_player ();
1610 /* nope. Is this a container the player has opened?
1611 * If so, set tmp to that player.
1612 * IMO, searching through all the players will mostly
1613 * likely be quicker than following op->env to the map,
1614 * and then searching the map for a player.
1615 */
1616 if (!tmp)
1617 {
1618 for (pl = first_player; pl; pl = pl->next)
1619 if (pl->ob->container == op->env)
1620 {
1621 tmp = pl->ob;
1622 break;
1623 }
1624 }
1625
1626 if (i < op->nrof)
1627 {
1628 sub_weight (op->env, op->weight * i);
1629 op->nrof -= i;
1630 if (tmp)
1631 esrv_send_item (tmp, op);
1632 }
1633 else
1634 {
1635 op->remove ();
1636 op->nrof = 0;
1637 if (tmp)
1638 esrv_del_item (tmp->contr, op->count);
1639 }
1764 { 1640 }
1641 else
1642 {
1643 object *above = op->above;
1644
1645 if (i < op->nrof)
1765 op->nrof -= i; 1646 op->nrof -= i;
1766 } 1647 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 } 1648 {
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); 1649 op->remove ();
1794 op->nrof = 0; 1650 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 } 1651 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803 1652
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 */ 1653 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1654 for (tmp = above; tmp; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1655 if (tmp->type == PLAYER)
1656 {
1813 if (op->nrof) 1657 if (op->nrof)
1814 esrv_send_item(tmp, op); 1658 esrv_send_item (tmp, op);
1815 else 1659 else
1816 esrv_del_item(tmp->contr, op->count); 1660 esrv_del_item (tmp->contr, op->count);
1817 } 1661 }
1818 } 1662 }
1819 1663
1820 if (op->nrof) { 1664 if (op->nrof)
1821 return op; 1665 return op;
1822 } else { 1666 else
1823 free_object (op); 1667 {
1668 op->destroy ();
1824 return NULL; 1669 return 0;
1825 } 1670 }
1826} 1671}
1827 1672
1828/* 1673/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1674 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1675 * and also updates how much the environment(s) is/are carrying.
1831 */ 1676 */
1832 1677
1678void
1833void add_weight (object *op, signed long weight) { 1679add_weight (object *op, signed long weight)
1680{
1834 while (op!=NULL) { 1681 while (op != NULL)
1682 {
1835 if (op->type == CONTAINER) { 1683 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1684 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1685
1838 op->carrying+=weight; 1686 op->carrying += weight;
1839 op=op->env; 1687 op = op->env;
1840 } 1688 }
1841} 1689}
1842 1690
1691object *
1692insert_ob_in_ob (object *op, object *where)
1693{
1694 if (!where)
1695 {
1696 char *dump = dump_object (op);
1697 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1698 free (dump);
1699 return op;
1700 }
1701
1702 if (where->head)
1703 {
1704 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1705 where = where->head;
1706 }
1707
1708 return where->insert (op);
1709}
1710
1843/* 1711/*
1844 * insert_ob_in_ob(op,environment): 1712 * env->insert (op)
1845 * This function inserts the object op in the linked list 1713 * This function inserts the object op in the linked list
1846 * inside the object environment. 1714 * inside the object environment.
1847 * 1715 *
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 1716 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1717 * be != op, if items are merged. -Tero
1855 */ 1718 */
1856 1719
1857object *insert_ob_in_ob(object *op,object *where) { 1720object *
1721object::insert (object *op)
1722{
1858 object *tmp, *otmp; 1723 object *tmp, *otmp;
1859 1724
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1725 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 dump_object(op); 1726 op->remove ();
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1727
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) { 1728 if (op->more)
1729 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1730 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1731 return op;
1879 } 1732 }
1733
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1734 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1735 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1736 if (op->nrof)
1737 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1738 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1739 if (object::can_merge (tmp, op))
1740 {
1885 /* return the original object and remove inserted object 1741 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1742 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1743 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1744 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1745 * tmp->nrof, we need to increase the weight.
1890 */ 1746 */
1891 add_weight (where, op->weight*op->nrof); 1747 add_weight (this, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1748 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1749 op->destroy (); /* free the inserted object */
1894 op = tmp; 1750 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1751 op->remove (); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1752 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1753 break;
1898 } 1754 }
1899 1755
1900 /* I assume combined objects have no inventory 1756 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1757 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1758 * (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 1759 * the weight, so we need to add it in again, since we actually do
1904 * the linking below 1760 * the linking below
1905 */ 1761 */
1906 add_weight (where, op->weight*op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1763 }
1907 } else 1764 else
1908 add_weight (where, (op->weight+op->carrying)); 1765 add_weight (this, (op->weight + op->carrying));
1909 1766
1910 otmp=is_player_inv(where); 1767 otmp = this->in_player ();
1911 if (otmp&&otmp->contr!=NULL) { 1768 if (otmp && otmp->contr)
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1769 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1770 fix_player (otmp);
1914 }
1915 1771
1916 op->map=NULL; 1772 op->map = 0;
1917 op->env=where; 1773 op->env = this;
1918 op->above=NULL; 1774 op->above = 0;
1919 op->below=NULL; 1775 op->below = 0;
1920 op->x=0,op->y=0; 1776 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1777
1923 /* reset the light list and los of the players on the map */ 1778 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1779 if ((op->glow_radius != 0) && map)
1925 { 1780 {
1926#ifdef DEBUG_LIGHTS 1781#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1782 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1783#endif /* DEBUG_LIGHTS */
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1784 if (MAP_DARKNESS (map))
1785 update_all_los (map, x, y);
1931 } 1786 }
1932 1787
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1788 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function... 1789 * It sure simplifies this function...
1935 */ 1790 */
1936 if (where->inv==NULL) 1791 if (!inv)
1937 where->inv=op; 1792 inv = op;
1938 else { 1793 else
1794 {
1939 op->below = where->inv; 1795 op->below = inv;
1940 op->below->above = op; 1796 op->below->above = op;
1941 where->inv = op; 1797 inv = op;
1942 } 1798 }
1799
1943 return op; 1800 return op;
1944} 1801}
1945 1802
1946/* 1803/*
1947 * Checks if any objects has a move_type that matches objects 1804 * 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 1819 * 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 1820 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1821 * on top.
1965 */ 1822 */
1966 1823
1824int
1967int check_move_on (object *op, object *originator) 1825check_move_on (object *op, object *originator)
1968{ 1826{
1969 object *tmp; 1827 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1828 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1829 int x = op->x, y = op->y;
1830
1973 MoveType move_on, move_slow, move_block; 1831 MoveType move_on, move_slow, move_block;
1974 1832
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1833 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1834 return 0;
1977 1835
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1836 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); 1837 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); 1838 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1839
1984 /* if nothing on this space will slow op down or be applied, 1840 /* 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 1841 * 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 1842 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1843 * as walking.
1988 */ 1844 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1845 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1846 return 0;
1991 1847
1992 /* This is basically inverse logic of that below - basically, 1848 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1849 * 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 1850 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1851 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1852 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1853 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; 1854 return 0;
1999 1855
2000 /* The objects have to be checked from top to bottom. 1856 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1857 * Hence, we first go to the top:
2002 */ 1858 */
2003 1859
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1860 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) { 1861 {
2006 /* Trim the search when we find the first other spell effect 1862 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1863 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1864 * we don't need to check all of them.
2009 */ 1865 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1866 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1867 break;
1868 }
1869
1870 for (; tmp; tmp = tmp->below)
2011 } 1871 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1872 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1873 continue; /* Can't apply yourself */
2014 1874
2015 /* Check to see if one of the movement types should be slowed down. 1875 /* 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 1876 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1877 * (~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 1878 * 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. 1879 * swim on that space, can't use it to avoid the penalty.
2020 */ 1880 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1881 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1882 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1883 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)) { 1884 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1885 {
2025 1886
2026 float diff; 1887 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1888 diff = tmp->move_slow_penalty * FABS (op->speed);
1889
2029 if (op->type == PLAYER) { 1890 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1891 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))) { 1892 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1893 diff /= 4.0;
2033 } 1894
2034 }
2035 op->speed_left -= diff; 1895 op->speed_left -= diff;
2036 } 1896 }
2037 } 1897 }
2038 1898
2039 /* Basically same logic as above, except now for actual apply. */ 1899 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1900 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)) { 1901 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1902 {
2044 move_apply(tmp, op, originator); 1903 move_apply (tmp, op, originator);
1904
2045 if (was_destroyed (op, tag)) 1905 if (op->destroyed ())
2046 return 1; 1906 return 1;
2047 1907
2048 /* what the person/creature stepped onto has moved the object 1908 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1909 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1910 * have a feeling strange problems would result.
2051 */ 1911 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1912 if (op->map != m || op->x != x || op->y != y)
1913 return 0;
2053 } 1914 }
2054 } 1915 }
1916
2055 return 0; 1917 return 0;
2056} 1918}
2057 1919
2058/* 1920/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1921 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1922 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1923 * The first matching object is returned, or NULL if none.
2062 */ 1924 */
2063 1925
1926object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1927present_arch (const archetype *at, maptile *m, int x, int y)
1928{
2065 object *tmp; 1929 object *
1930 tmp;
1931
2066 if(m==NULL || out_of_map(m,x,y)) { 1932 if (m == NULL || out_of_map (m, x, y))
1933 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1934 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1935 return NULL;
2069 } 1936 }
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1937 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2071 if(tmp->arch == at) 1938 if (tmp->arch == at)
2072 return tmp; 1939 return tmp;
2073 return NULL; 1940 return NULL;
2074} 1941}
2075 1942
2076/* 1943/*
2077 * present(type, map, x, y) searches for any objects with 1944 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1945 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1946 * The first matching object is returned, or NULL if none.
2080 */ 1947 */
2081 1948
1949object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 1950present (unsigned char type, maptile *m, int x, int y)
1951{
2083 object *tmp; 1952 object *
1953 tmp;
1954
2084 if(out_of_map(m,x,y)) { 1955 if (out_of_map (m, x, y))
1956 {
2085 LOG(llevError,"Present called outside map.\n"); 1957 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 1958 return NULL;
2087 } 1959 }
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1960 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2089 if(tmp->type==type) 1961 if (tmp->type == type)
2090 return tmp; 1962 return tmp;
2091 return NULL; 1963 return NULL;
2092} 1964}
2093 1965
2094/* 1966/*
2095 * present_in_ob(type, object) searches for any objects with 1967 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 1968 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 1969 * The first matching object is returned, or NULL if none.
2098 */ 1970 */
2099 1971
1972object *
2100object *present_in_ob(unsigned char type, const object *op) { 1973present_in_ob (unsigned char type, const object *op)
1974{
2101 object *tmp; 1975 object *
1976 tmp;
1977
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1978 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 1979 if (tmp->type == type)
2104 return tmp; 1980 return tmp;
2105 return NULL; 1981 return NULL;
2106} 1982}
2107 1983
2108/* 1984/*
2118 * the object name, not the archetype name. this is so that the 1994 * 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 1995 * spell code can use one object type (force), but change it's name
2120 * to be unique. 1996 * to be unique.
2121 */ 1997 */
2122 1998
1999object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 2000present_in_ob_by_name (int type, const char *str, const object *op)
2001{
2124 object *tmp; 2002 object *
2003 tmp;
2125 2004
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2005 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2006 {
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2007 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 2008 return tmp;
2129 } 2009 }
2130 return NULL; 2010 return NULL;
2131} 2011}
2132 2012
2133/* 2013/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 2014 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 2015 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 2016 * The first matching object is returned, or NULL if none.
2137 */ 2017 */
2138 2018
2019object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 2020present_arch_in_ob (const archetype *at, const object *op)
2021{
2140 object *tmp; 2022 object *
2023 tmp;
2024
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2025 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 2026 if (tmp->arch == at)
2143 return tmp; 2027 return tmp;
2144 return NULL; 2028 return NULL;
2145} 2029}
2146 2030
2147/* 2031/*
2148 * activate recursively a flag on an object inventory 2032 * activate recursively a flag on an object inventory
2149 */ 2033 */
2034void
2150void flag_inv(object*op, int flag){ 2035flag_inv (object *op, int flag)
2036{
2151 object *tmp; 2037 object *
2038 tmp;
2039
2152 if(op->inv) 2040 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2041 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2042 {
2154 SET_FLAG(tmp, flag); 2043 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 2044 flag_inv (tmp, flag);
2156 } 2045 }
2157}/* 2046} /*
2158 * desactivate recursively a flag on an object inventory 2047 * desactivate recursively a flag on an object inventory
2159 */ 2048 */
2049void
2160void unflag_inv(object*op, int flag){ 2050unflag_inv (object *op, int flag)
2051{
2161 object *tmp; 2052 object *
2053 tmp;
2054
2162 if(op->inv) 2055 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 {
2164 CLEAR_FLAG(tmp, flag); 2058 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 2059 unflag_inv (tmp, flag);
2166 } 2060 }
2167} 2061}
2168 2062
2169/* 2063/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2064 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively). 2065 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for 2066 * 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. 2067 * him/her-self and all object carried by a call to this function.
2174 */ 2068 */
2175 2069
2070void
2176void set_cheat(object *op) { 2071set_cheat (object *op)
2072{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 2073 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 2074 flag_inv (op, FLAG_WAS_WIZ);
2179} 2075}
2180 2076
2181/* 2077/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 2078 * 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 2079 * 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 2094 * 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 2095 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 2096 * customized, changed states, etc.
2201 */ 2097 */
2202 2098
2099int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2100find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2101{
2102 int
2103 i,
2204 int i,index=0, flag; 2104 index = 0, flag;
2105 static int
2205 static int altern[SIZEOFFREE]; 2106 altern[SIZEOFFREE];
2206 2107
2207 for(i=start;i<stop;i++) { 2108 for (i = start; i < stop; i++)
2109 {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2110 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2209 if(!flag) 2111 if (!flag)
2210 altern[index++]=i; 2112 altern[index++] = i;
2211 2113
2212 /* Basically, if we find a wall on a space, we cut down the search size. 2114 /* 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. 2115 * 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 - 2116 * 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 2117 * 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 2118 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 2119 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 2120 * won't look 2 spaces south of the target space.
2219 */ 2121 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2122 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 2123 stop = maxfree[i];
2222 } 2124 }
2223 if(!index) return -1; 2125
2126 if (!index)
2127 return -1;
2128
2224 return altern[RANDOM()%index]; 2129 return altern[RANDOM () % index];
2225} 2130}
2226 2131
2227/* 2132/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 2133 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2134 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 2135 * 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. 2136 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 2137 */
2233 2138
2139int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2140find_first_free_spot (const object *ob, maptile *m, int x, int y)
2141{
2142 int
2235 int i; 2143 i;
2144
2236 for(i=0;i<SIZEOFFREE;i++) { 2145 for (i = 0; i < SIZEOFFREE; i++)
2146 {
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2147 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2148 return i;
2239 } 2149 }
2240 return -1; 2150 return -1;
2241} 2151}
2242 2152
2243/* 2153/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2154 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2155 * arr[begin..end-1].
2246 */ 2156 */
2157static void
2247static void permute(int *arr, int begin, int end) 2158permute (int *arr, int begin, int end)
2248{ 2159{
2249 int i, j, tmp, len; 2160 int
2161 i,
2162 j,
2163 tmp,
2164 len;
2250 2165
2251 len = end-begin; 2166 len = end - begin;
2252 for(i = begin; i < end; i++) 2167 for (i = begin; i < end; i++)
2253 { 2168 {
2254 j = begin+RANDOM()%len; 2169 j = begin + RANDOM () % len;
2255 2170
2256 tmp = arr[i]; 2171 tmp = arr[i];
2257 arr[i] = arr[j]; 2172 arr[i] = arr[j];
2258 arr[j] = tmp; 2173 arr[j] = tmp;
2259 } 2174 }
2260} 2175}
2261 2176
2262/* new function to make monster searching more efficient, and effective! 2177/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2178 * 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 2179 * 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 2180 * 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 2181 * 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. 2182 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2183 */
2184void
2269void get_search_arr(int *search_arr) 2185get_search_arr (int *search_arr)
2270{ 2186{
2187 int
2271 int i; 2188 i;
2272 2189
2273 for(i = 0; i < SIZEOFFREE; i++) 2190 for (i = 0; i < SIZEOFFREE; i++)
2274 { 2191 {
2275 search_arr[i] = i; 2192 search_arr[i] = i;
2276 } 2193 }
2277 2194
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2195 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2196 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2197 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2198}
2282 2199
2283/* 2200/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2201 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2202 * given map at the given coordinates for live objects.
2291 * is actually want is going to try and move there. We need this info 2208 * 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 2209 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2210 * there is capable of.
2294 */ 2211 */
2295 2212
2213int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2214find_dir (maptile *m, int x, int y, object *exclude)
2215{
2216 int
2217 i,
2297 int i,max=SIZEOFFREE, mflags; 2218 max = SIZEOFFREE, mflags;
2219
2298 sint16 nx, ny; 2220 sint16 nx, ny;
2299 object *tmp; 2221 object *
2300 mapstruct *mp; 2222 tmp;
2223 maptile *
2224 mp;
2225
2301 MoveType blocked, move_type; 2226 MoveType blocked, move_type;
2302 2227
2303 if (exclude && exclude->head) { 2228 if (exclude && exclude->head)
2229 {
2304 exclude = exclude->head; 2230 exclude = exclude->head;
2305 move_type = exclude->move_type; 2231 move_type = exclude->move_type;
2306 } else { 2232 }
2233 else
2234 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2235 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2236 move_type = MOVE_ALL;
2237 }
2238
2239 for (i = 1; i < max; i++)
2309 } 2240 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2241 mp = m;
2313 nx = x + freearr_x[i]; 2242 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2243 ny = y + freearr_y[i];
2315 2244
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2245 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2317 if (mflags & P_OUT_OF_MAP) { 2246 if (mflags & P_OUT_OF_MAP)
2247 {
2318 max = maxfree[i]; 2248 max = maxfree[i];
2249 }
2319 } else { 2250 else
2251 {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2252 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2321 2253
2322 if ((move_type & blocked) == move_type) { 2254 if ((move_type & blocked) == move_type)
2255 {
2323 max=maxfree[i]; 2256 max = maxfree[i];
2257 }
2324 } else if (mflags & P_IS_ALIVE) { 2258 else if (mflags & P_IS_ALIVE)
2259 {
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2260 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2261 {
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2262 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2263 {
2328 break; 2264 break;
2329 } 2265 }
2330 } 2266 }
2331 if(tmp) { 2267 if (tmp)
2268 {
2332 return freedir[i]; 2269 return freedir[i];
2333 } 2270 }
2334 } 2271 }
2335 } 2272 }
2336 } 2273 }
2337 return 0; 2274 return 0;
2338} 2275}
2339 2276
2340/* 2277/*
2341 * distance(object 1, object 2) will return the square of the 2278 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2279 * distance between the two given objects.
2343 */ 2280 */
2344 2281
2282int
2345int distance(const object *ob1, const object *ob2) { 2283distance (const object *ob1, const object *ob2)
2284{
2346 int i; 2285 int
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2286 i;
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2287
2288 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2349 return i; 2289 return i;
2350} 2290}
2351 2291
2352/* 2292/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2293 * 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 2294 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2295 * object, needs to travel toward it.
2356 */ 2296 */
2357 2297
2298int
2358int find_dir_2(int x, int y) { 2299find_dir_2 (int x, int y)
2300{
2359 int q; 2301 int
2302 q;
2360 2303
2361 if(y) 2304 if (y)
2362 q=x*100/y; 2305 q = x * 100 / y;
2363 else if (x) 2306 else if (x)
2364 q= -300*x; 2307 q = -300 * x;
2365 else 2308 else
2366 return 0; 2309 return 0;
2367 2310
2368 if(y>0) { 2311 if (y > 0)
2312 {
2369 if(q < -242) 2313 if (q < -242)
2370 return 3 ; 2314 return 3;
2371 if (q < -41) 2315 if (q < -41)
2372 return 2 ; 2316 return 2;
2373 if (q < 41) 2317 if (q < 41)
2374 return 1 ; 2318 return 1;
2375 if (q < 242) 2319 if (q < 242)
2376 return 8 ; 2320 return 8;
2377 return 7 ; 2321 return 7;
2378 } 2322 }
2379 2323
2380 if (q < -242) 2324 if (q < -242)
2381 return 7 ; 2325 return 7;
2382 if (q < -41) 2326 if (q < -41)
2383 return 6 ; 2327 return 6;
2384 if (q < 41) 2328 if (q < 41)
2385 return 5 ; 2329 return 5;
2386 if (q < 242) 2330 if (q < 242)
2387 return 4 ; 2331 return 4;
2388 2332
2389 return 3 ; 2333 return 3;
2390} 2334}
2391 2335
2392/* 2336/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2337 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2338 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2339 * "overflow" in previous calculations of a direction).
2396 */ 2340 */
2397 2341
2342int
2398int absdir(int d) { 2343absdir (int d)
2399 while(d<1) d+=8; 2344{
2400 while(d>8) d-=8; 2345 while (d < 1)
2346 d += 8;
2347 while (d > 8)
2348 d -= 8;
2401 return d; 2349 return d;
2402} 2350}
2403 2351
2404/* 2352/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2353 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2354 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2355 */
2408 2356
2357int
2409int dirdiff(int dir1, int dir2) { 2358dirdiff (int dir1, int dir2)
2359{
2410 int d; 2360 int
2361 d;
2362
2411 d = abs(dir1 - dir2); 2363 d = abs (dir1 - dir2);
2412 if(d>4) 2364 if (d > 4)
2413 d = 8 - d; 2365 d = 8 - d;
2414 return d; 2366 return d;
2415} 2367}
2416 2368
2417/* peterm: 2369/* peterm:
2422 * direction 4, 14, or 16 to get back to where we are. 2374 * 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 2375 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2376 * functions.
2425 */ 2377 */
2426 2378
2379int
2427int reduction_dir[SIZEOFFREE][3] = { 2380 reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2381 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2382 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2383 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2384 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2385 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2386 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2387 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2388 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2389 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2390 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2391 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2392 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2393 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2394 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2395 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2396 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2397 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2398 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2399 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2400 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2401 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2402 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2403 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2404 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2405 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2406 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2407 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2408 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2409 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2410 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2411 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2412 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2413 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2414 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2415 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2416 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2417 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2418 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2419 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2420 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2421 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2422 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2423 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2424 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2425 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2426 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2427 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2428 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2429 {24, 9, -1}
2430}; /* 48 */
2477 2431
2478/* Recursive routine to step back and see if we can 2432/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2433 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2434 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2435 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2436 * Modified to be map tile aware -.MSW
2483 */ 2437 */
2484
2485 2438
2439
2440int
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2441can_see_monsterP (maptile *m, int x, int y, int dir)
2442{
2487 sint16 dx, dy; 2443 sint16 dx, dy;
2444 int
2488 int mflags; 2445 mflags;
2489 2446
2447 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2448 return 0; /* exit condition: invalid direction */
2491 2449
2492 dx = x + freearr_x[dir]; 2450 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2451 dy = y + freearr_y[dir];
2494 2452
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2453 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2454
2497 /* This functional arguably was incorrect before - it was 2455 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2456 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2457 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2458 * 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 2459 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2460 * at least its move type.
2503 */ 2461 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2462 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2463 return 0;
2505 2464
2506 /* yes, can see. */ 2465 /* yes, can see. */
2507 if(dir < 9) return 1; 2466 if (dir < 9)
2467 return 1;
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2468 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2469 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} 2470}
2512 2471
2513 2472
2514 2473
2515/* 2474/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2475 * 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 2476 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2477 * picked up, otherwise 0.
2519 * 2478 *
2521 * core dumps if they do. 2480 * core dumps if they do.
2522 * 2481 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2482 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2483 */
2525 2484
2485int
2526int can_pick(const object *who, const object *item) { 2486can_pick (const object *who, const object *item)
2487{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2488 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2489 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2490 !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} 2491}
2532 2492
2533 2493
2534/* 2494/*
2535 * create clone from object to another 2495 * create clone from object to another
2536 */ 2496 */
2497object *
2537object *object_create_clone (object *asrc) { 2498object_create_clone (object *asrc)
2499{
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2500 object *dst = 0, *tmp, *src, *part, *prev, *item;
2539 2501
2540 if(!asrc) return NULL; 2502 if (!asrc)
2503 return 0;
2504
2541 src = asrc; 2505 src = asrc;
2542 if(src->head) 2506 if (src->head)
2543 src = src->head; 2507 src = src->head;
2544 2508
2545 prev = NULL; 2509 prev = 0;
2546 for(part = src; part; part = part->more) { 2510 for (part = src; part; part = part->more)
2547 tmp = get_object(); 2511 {
2548 copy_object(part,tmp); 2512 tmp = part->clone ();
2549 tmp->x -= src->x; 2513 tmp->x -= src->x;
2550 tmp->y -= src->y; 2514 tmp->y -= src->y;
2515
2551 if(!part->head) { 2516 if (!part->head)
2517 {
2552 dst = tmp; 2518 dst = tmp;
2553 tmp->head = NULL; 2519 tmp->head = 0;
2520 }
2554 } else { 2521 else
2522 {
2555 tmp->head = dst; 2523 tmp->head = dst;
2556 } 2524 }
2525
2557 tmp->more = NULL; 2526 tmp->more = 0;
2527
2558 if(prev) 2528 if (prev)
2559 prev->more = tmp; 2529 prev->more = tmp;
2530
2560 prev = tmp; 2531 prev = tmp;
2561 } 2532 }
2562 /*** copy inventory ***/ 2533
2563 for(item = src->inv; item; item = item->below) { 2534 for (item = src->inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2535 insert_ob_in_ob (object_create_clone (item), dst);
2565 }
2566 2536
2567 return dst; 2537 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} 2538}
2577 2539
2578/* GROS - Creates an object using a string representing its content. */ 2540/* 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 */ 2541/* 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, */ 2542/* 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. */ 2543/* 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. */ 2544/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */ 2545/* Also remember that multiparts objects are not supported for now. */
2584 2546
2547object *
2585object* load_object_str(const char *obstr) 2548load_object_str (const char *obstr)
2586{ 2549{
2587 object *op; 2550 object *op;
2588 char filename[MAX_BUF]; 2551 char filename[MAX_BUF];
2552
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2553 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2554
2591 FILE *tempfile=fopen(filename,"w"); 2555 FILE *tempfile = fopen (filename, "w");
2556
2592 if (tempfile == NULL) 2557 if (tempfile == NULL)
2593 { 2558 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2559 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2560 return NULL;
2596 }; 2561 }
2562
2597 fprintf(tempfile,obstr); 2563 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2564 fclose (tempfile);
2599 2565
2600 op=get_object(); 2566 op = object::create ();
2601 2567
2602 object_thawer thawer (filename); 2568 object_thawer thawer (filename);
2569
2603 if (thawer) 2570 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2571 load_object (thawer, op, 0);
2572
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2573 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2574 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2575
2608 return op; 2576 return op;
2609} 2577}
2610 2578
2611/* This returns the first object in who's inventory that 2579/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2580 * has the same type and subtype match.
2613 * returns NULL if no match. 2581 * returns NULL if no match.
2614 */ 2582 */
2583object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2584find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2585{
2617 object *tmp; 2586 object *tmp;
2618 2587
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2588 for (tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2589 if (tmp->type == type && tmp->subtype == subtype)
2590 return tmp;
2621 2591
2622 return NULL; 2592 return NULL;
2623} 2593}
2624 2594
2625/* If ob has a field named key, return the link from the list, 2595/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2596 * otherwise return NULL.
2627 * 2597 *
2628 * key must be a passed in shared string - otherwise, this won't 2598 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing. 2599 * do the desired thing.
2630 */ 2600 */
2601key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2602get_ob_key_link (const object *ob, const char *key)
2603{
2632 key_value * link; 2604 key_value *link;
2633 2605
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2606 for (link = ob->key_values; link != NULL; link = link->next)
2635 if (link->key == key) { 2607 if (link->key == key)
2636 return link; 2608 return link;
2637 } 2609
2638 }
2639
2640 return NULL; 2610 return NULL;
2641} 2611}
2642 2612
2643/* 2613/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2614 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2615 *
2646 * The argument doesn't need to be a shared string. 2616 * The argument doesn't need to be a shared string.
2647 * 2617 *
2648 * The returned string is shared. 2618 * The returned string is shared.
2649 */ 2619 */
2620const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2621get_ob_key_value (const object *op, const char *const key)
2622{
2651 key_value * link; 2623 key_value *link;
2652 const char * canonical_key; 2624 shstr_cmp canonical_key (key);
2625
2626 if (!canonical_key)
2653 2627 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2628 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2629 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2630 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2631 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2632 */
2662 return NULL; 2633 return 0;
2663 } 2634 }
2664 2635
2665 /* This is copied from get_ob_key_link() above - 2636 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2637 * only 4 lines, and saves the function call overhead.
2667 */ 2638 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2639 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2640 if (link->key == canonical_key)
2670 return link->value; 2641 return link->value;
2671 } 2642
2672 } 2643 return 0;
2673 return NULL;
2674} 2644}
2675 2645
2676 2646
2677/* 2647/*
2678 * Updates the canonical_key in op to value. 2648 * 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 2652 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys. 2653 * keys.
2684 * 2654 *
2685 * Returns TRUE on success. 2655 * Returns TRUE on success.
2686 */ 2656 */
2657int
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2658set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2659{
2660 key_value *
2688 key_value * field = NULL, *last=NULL; 2661 field = NULL, *last = NULL;
2689 2662
2690 for (field=op->key_values; field != NULL; field=field->next) { 2663 for (field = op->key_values; field != NULL; field = field->next)
2664 {
2691 if (field->key != canonical_key) { 2665 if (field->key != canonical_key)
2666 {
2692 last = field; 2667 last = field;
2693 continue; 2668 continue;
2694 } 2669 }
2695 2670
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2671 if (value)
2698 field->value = add_string(value); 2672 field->value = value;
2699 else { 2673 else
2674 {
2700 /* Basically, if the archetype has this key set, 2675 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2676 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2677 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2678 * we get this value back again.
2704 */ 2679 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2680 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2681 field->value = 0;
2707 else { 2682 else
2708 /* Delete this link */ 2683 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2684 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2685 last->next = field->next;
2686 else
2712 else op->key_values = field->next; 2687 op->key_values = field->next;
2688
2713 free(field); 2689 delete field;
2714 } 2690 }
2715 } 2691 }
2716 return TRUE; 2692 return TRUE;
2717 } 2693 }
2718 /* IF we get here, key doesn't exist */ 2694 /* IF we get here, key doesn't exist */
2719 2695
2720 /* No field, we'll have to add it. */ 2696 /* No field, we'll have to add it. */
2697
2698 if (!add_key)
2721 2699 {
2722 if (!add_key) {
2723 return FALSE; 2700 return FALSE;
2724 } 2701 }
2725 /* There isn't any good reason to store a null 2702 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2703 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2704 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2705 * be here. If user wants to store empty strings,
2729 * should pass in "" 2706 * should pass in ""
2730 */ 2707 */
2731 if (value == NULL) return TRUE; 2708 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; 2709 return TRUE;
2710
2711 field = new key_value;
2712
2713 field->key = canonical_key;
2714 field->value = value;
2715 /* Usual prepend-addition. */
2716 field->next = op->key_values;
2717 op->key_values = field;
2718
2719 return TRUE;
2742} 2720}
2743 2721
2744/* 2722/*
2745 * Updates the key in op to value. 2723 * Updates the key in op to value.
2746 * 2724 *
2748 * and not add new ones. 2726 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key 2727 * In general, should be little reason FALSE is ever passed in for add_key
2750 * 2728 *
2751 * Returns TRUE on success. 2729 * Returns TRUE on success.
2752 */ 2730 */
2731int
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2732set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2754 const char * canonical_key = NULL; 2733{
2755 int floating_ref = FALSE; 2734 shstr key_ (key);
2756 int ret; 2735
2736 return set_ob_key_value_s (op, key_, value, add_key);
2737}
2738
2739object::depth_iterator::depth_iterator (object *container)
2740: iterator_base (container)
2741{
2742 while (item->inv)
2743 item = item->inv;
2744}
2745
2746void
2747object::depth_iterator::next ()
2748{
2749 if (item->below)
2757 2750 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2751 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2752
2760 */ 2753 while (item->inv)
2754 item = item->inv;
2761 2755 }
2762 canonical_key = find_string(key); 2756 else
2763 if (canonical_key == NULL) { 2757 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} 2758}
2759
2760// return a suitable string describing an objetc in enough detail to find it
2761const char *
2762object::debug_desc (char *info) const
2763{
2764 char info2[256 * 3];
2765 char *p = info;
2766
2767 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2768 count,
2769 &name,
2770 title ? " " : "",
2771 title ? (const char *)title : "");
2772
2773 if (env)
2774 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2775
2776 if (map)
2777 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2778
2779 return info;
2780}
2781
2782const char *
2783object::debug_desc () const
2784{
2785 static char info[256 * 3];
2786 return debug_desc (info);
2787}
2788

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