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Comparing deliantra/server/common/object.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:52 2006 UTC vs.
Revision 1.76 by root, Thu Dec 21 01:33:49 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.2 2006/08/25 17:11:52 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
57void (*object_free_callback)(object *ob); 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
59short freearr_x[SIZEOFFREE]=
60 {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,
61 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
62short freearr_y[SIZEOFFREE]= 45};
63 {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,
64 -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
65int maxfree[SIZEOFFREE]= 48};
66 {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,
67 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};
68int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
69 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,
70 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};
71 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}
72 133
73/* 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
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
75 key_value * wants_field; 138 key_value *wants_field;
76 139
77 /* 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
78 * 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
79 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
80 */ 143 */
81 144
82 /* For each field in wants, */ 145 /* For each field in wants, */
83 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 {
84 key_value * has_field; 148 key_value *has_field;
85 149
86 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
87 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)
88 154 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 155 /* No field with that name. */
91 return FALSE; 156 return FALSE;
92 } 157 }
93 158
94 /* Found the matching field. */ 159 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
96 /* 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. */
97 return FALSE; 163 return FALSE;
98 } 164 }
99 165
100 /* 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. */
101 }
102 167 }
168
103 /* 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. */
104 return TRUE; 170 return TRUE;
105} 171}
106 172
107/* 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
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
109 /* 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,
110 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
111 */ 179 */
112 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);
113} 181}
114 182
115/* 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
116 * they can be merged together. 184 * they can be merged together.
117 * 185 *
118 * 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
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
121 * 189 *
122 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
123 * 191 *
124 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
125 * check weight 193 * check weight
126 */ 194 */
127 195
128int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
129 197{
130 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
132 200 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 204 return 0;
140 205
206 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 209 * used to store nrof).
144 */ 210 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 212 return 0;
147 213
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 218 * flags lose any meaning.
168 */ 219 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 222
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 225
175 226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
179 */ 230 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 251 return 0;
210 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
211 /* 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,
212 * 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
213 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
214 */ 274 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 276 return 0;
217 277
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
218 switch (ob1->type) { 285 switch (ob1->type)
286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
221 break; 290 break;
222
223 } 291 }
292
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
225 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
228 return 0; 298 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 300 return 0;
231 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
232 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
233 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
234 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
235 return 1; 314 return 1;
236} 315}
237 316
238/* 317/*
239 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
240 * 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
241 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
242 */ 321 */
243signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
244 signed long sum; 325 long sum;
245 object *inv; 326 object *inv;
327
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
247 if (inv->inv) 330 if (inv->inv)
248 sum_weight(inv); 331 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 333 }
334
251 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
253 if(op->carrying != sum) 338 if (op->carrying != sum)
254 op->carrying = sum; 339 op->carrying = sum;
340
255 return sum; 341 return sum;
256} 342}
257 343
258/** 344/**
259 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
260 */ 346 */
261 347
348object *
262object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
263 while (op->env != NULL) 351 while (op->env != NULL)
264 op = op->env; 352 op = op->env;
265 return op; 353 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 354}
280 355
281/* 356/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 358 * Some error messages.
284 * 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.
285 */ 360 */
286 361
287void dump_object2(object *op) { 362char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 363dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 364{
342 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
343 367
344 if(op==NULL) 368 object_freezer freezer;
345 { 369 save_object (freezer, op, 3);
346 strcpy(outstr,"[NULL pointer]"); 370 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 371}
384 372
385/* 373/*
386 * 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
387 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
389 */ 377 */
390 378
379object *
391object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
392 object *tmp,*closest; 382 object *tmp, *closest;
393 int last_dist,i; 383 int last_dist, i;
384
394 if(op->more==NULL) 385 if (op->more == NULL)
395 return op; 386 return op;
396 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)
397 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
399 return closest; 390 return closest;
400} 391}
401 392
402/* 393/*
403 * 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.
404 */ 395 */
405 396
397object *
406object *find_object(tag_t i) { 398find_object (tag_t i)
407 object *op; 399{
408 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 401 if (op->count == i)
410 break; 402 return op;
403
411 return op; 404 return 0;
412} 405}
413 406
414/* 407/*
415 * 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.
416 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
418 */ 411 */
419 412
413object *
420object *find_object_name(const char *str) { 414find_object_name (const char *str)
421 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
422 object *op; 417 object *op;
418
423 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 420 if (op->name == str_)
425 break; 421 break;
426 free_string(name); 422
427 return op; 423 return op;
428} 424}
429 425
426void
430void free_all_object_data(void) { 427free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 428{
472 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 430}
480
481
482 431
483/* 432/*
484 * 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
485 * skill and experience objects. 434 * skill and experience objects.
486 */ 435 */
487void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
488{ 438{
489 if(owner==NULL||op==NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* 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
494 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
495 * 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
496 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
497 * 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.
498 */ 448 */
499 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
501 451
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 452 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 453}
556 454
557/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 456 * refcounts and freeing the links.
559 */ 457 */
458static void
560static void free_key_values(object * op) { 459free_key_values (object *op)
561 key_value * i; 460{
562 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
563 462 {
564 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
565 467 }
566 for (i = op->key_values; i != NULL; i = next) { 468
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 469 op->key_values = 0;
577} 470}
578 471
472void object::clear ()
473{
474 attachable_base::clear ();
579 475
580/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 if (object_free_callback)
588 object_free_callback (op);
589
590 event *evt;
591 event *evt2;
592
593 /* redo this to be simpler/more efficient. Was also seeing
594 * crashes in the old code. Move this to the top - am
595 * seeing periodic crashes in this code, and would like to have
596 * as much info available as possible (eg, object name).
597 */
598 for (evt = op->events; evt; evt=evt2) {
599 evt2 = evt->next;
600
601 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604
605 free(evt);
606 }
607 op->events = NULL;
608
609 free_key_values(op); 476 free_key_values (this);
610 477
611 /* the memset will clear all these values for us, but we need 478 owner = 0;
612 * to reduce the refcount on them. 479 name = 0;
613 */ 480 name_pl = 0;
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 481 title = 0;
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 482 race = 0;
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 483 slaying = 0;
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 484 skill = 0;
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 485 msg = 0;
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 486 lore = 0;
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 487 custom_name = 0;
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 488 materialname = 0;
622 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;
623 500
501 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
624 502
625 memset((void*)op, 0, sizeof (object_special));
626 /* Below here, we clear things that are not done by the memset,
627 * or set default values that are not zero.
628 */
629 /* This is more or less true */
630 SET_FLAG(op, FLAG_REMOVED); 503 SET_FLAG (this, FLAG_REMOVED);
631 504
632
633 op->contr = NULL;
634 op->below=NULL;
635 op->above=NULL;
636 op->inv=NULL;
637 op->events=NULL;
638 op->container=NULL;
639 op->env=NULL;
640 op->more=NULL;
641 op->head=NULL;
642 op->map=NULL;
643 op->refcount=0;
644 op->active_next = NULL;
645 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */ 505 /* What is not cleared is next, prev, and count */
647 506
648 op->expmul=1.0; 507 expmul = 1.0;
649 op->face = blank_face; 508 face = blank_face;
650 op->attacked_by_count = (tag_t) -1; 509
651 if (settings.casting_time) 510 if (settings.casting_time)
652 op->casting_time = -1; 511 casting_time = -1;
653
654} 512}
655 513
656/* 514/*
657 * copy object first frees everything allocated by the second object, 515 * copy_to first frees everything allocated by the dst object,
658 * and then copies the contends of the first object into the second 516 * and then copies the contents of itself into the second
659 * object, allocating what needs to be allocated. Basically, any 517 * object, allocating what needs to be allocated. Basically, any
660 * 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,
661 * 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
662 * will point at garbage. 520 * will point at garbage.
663 */ 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);
664 527
665void copy_object(object *op2, object *op) { 528 *(object_copy *)dst = *this;
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 529 *(object_pod *)dst = *this;
667 event *evt, *evt2, *evt_new;
668 530
669 if (object_free_callback) 531 if (self || cb)
670 object_free_callback (op); 532 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
671 533
672 // callback registries and self are empty for copied objects 534 if (is_freed)
673 // this ought to change in the future 535 SET_FLAG (dst, FLAG_FREED);
674 536
675 /* Decrement the refcounts, but don't bother zeroing the fields; 537 if (is_removed)
676 they'll be overwritten by memcpy. */ 538 SET_FLAG (dst, FLAG_REMOVED);
677 if(op->name!=NULL) free_string(op->name);
678 if(op->name_pl!=NULL) free_string(op->name_pl);
679 if(op->title!=NULL) free_string(op->title);
680 if(op->race!=NULL) free_string(op->race);
681 if(op->slaying!=NULL) free_string(op->slaying);
682 if(op->skill!=NULL) free_string(op->skill);
683 if(op->msg!=NULL) free_string(op->msg);
684 if(op->lore!=NULL) free_string(op->lore);
685 if(op->materialname != NULL) free_string(op->materialname);
686 if(op->custom_name != NULL) free_string(op->custom_name);
687 539
688 /* Basically, same code as from clear_object() */ 540 if (speed < 0)
689 for (evt = op->events; evt; evt=evt2) {
690 evt2 = evt->next;
691
692 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
693 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
694 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
695
696 free(evt);
697 }
698 op->events = NULL;
699
700 free_key_values(op);
701
702 *(object_special *)op = *(object_special *)op2;
703
704 if(is_freed) SET_FLAG(op,FLAG_FREED);
705 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
706 if(op->name!=NULL) add_refcount(op->name);
707 if(op->name_pl!=NULL) add_refcount(op->name_pl);
708 if(op->title!=NULL) add_refcount(op->title);
709 if(op->race!=NULL) add_refcount(op->race);
710 if(op->slaying!=NULL) add_refcount(op->slaying);
711 if(op->skill!=NULL) add_refcount(op->skill);
712 if(op->lore!=NULL) add_refcount(op->lore);
713 if(op->msg!=NULL) add_refcount(op->msg);
714 if(op->custom_name!=NULL) add_refcount(op->custom_name);
715 if (op->materialname != NULL) add_refcount(op->materialname);
716
717 if((op2->speed<0) && !editor)
718 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 541 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
719 542
720 /* Copy over event information */
721 evt2 = NULL;
722 for (evt = op2->events; evt; evt=evt->next) {
723 evt_new = (event *) malloc(sizeof(event));
724 memcpy(evt_new, evt, sizeof(event));
725 if (evt_new->hook) add_refcount(evt_new->hook);
726 if (evt_new->plugin) add_refcount(evt_new->plugin);
727 if (evt_new->options) add_refcount(evt_new->options);
728 evt_new->next = NULL;
729
730 /* Try to be a little clever here, and store away the
731 * last event we copied, so that its simpler to update the
732 * pointer.
733 */
734 if (evt2)
735 evt2->next = evt_new;
736 else
737 op->events = evt_new;
738
739 evt2 = evt_new;
740 }
741 /* Copy over key_values, if any. */ 543 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 544 if (key_values)
743 key_value * tail = NULL; 545 {
546 key_value *tail = 0;
744 key_value * i; 547 key_value *i;
745 548
746 op->key_values = NULL; 549 dst->key_values = 0;
747 550
748 for (i = op2->key_values; i != NULL; i = i->next) { 551 for (i = key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 552 {
553 key_value *new_link = new key_value;
750 554
751 new_link->next = NULL; 555 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 556 new_link->key = i->key;
753 if (i->value) 557 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 558
758 /* Try and be clever here, too. */ 559 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 560 if (!dst->key_values)
760 op->key_values = new_link; 561 {
761 tail = new_link; 562 dst->key_values = new_link;
762 } else { 563 tail = new_link;
763 tail->next = new_link; 564 }
764 tail = new_link; 565 else
566 {
567 tail->next = new_link;
568 tail = new_link;
569 }
570 }
765 } 571 }
766 }
767 }
768 572
769 update_ob_speed(op); 573 update_ob_speed (dst);
770} 574}
771 575
772/*
773 * expand_objects() allocates more objects for the list of unused objects.
774 * It is called from get_object() if the unused list is empty.
775 */
776
777void expand_objects(void) {
778 int i;
779 object *obj;
780 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
781
782 if(obj==NULL)
783 fatal(OUT_OF_MEMORY);
784 free_objects=obj;
785 obj[0].prev=NULL;
786 obj[0].next= &obj[1],
787 SET_FLAG(&(obj[0]), FLAG_REMOVED);
788 SET_FLAG(&(obj[0]), FLAG_FREED);
789
790 for(i=1;i<OBJ_EXPAND-1;i++) {
791 obj[i].next= &obj[i+1],
792 obj[i].prev= &obj[i-1],
793 SET_FLAG(&(obj[i]), FLAG_REMOVED);
794 SET_FLAG(&(obj[i]), FLAG_FREED);
795 }
796 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
797 obj[OBJ_EXPAND-1].next=NULL,
798 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
799 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
800
801 nrofallocobjects += OBJ_EXPAND;
802 nroffreeobjects += OBJ_EXPAND;
803}
804
805/*
806 * get_object() grabs an object from the list of unused objects, makes
807 * sure it is initialised, and returns it.
808 * If there are no free objects, expand_objects() is called to get more.
809 */
810
811object *get_object(void) {
812 object *op; 576object *
813 577object::clone ()
814 if(free_objects==NULL) { 578{
815 expand_objects(); 579 object *neu = create ();
816 } 580 copy_to (neu);
817 op=free_objects;
818#ifdef MEMORY_DEBUG
819 /* The idea is hopefully by doing a realloc, the memory
820 * debugging program will now use the current stack trace to
821 * report leaks.
822 */
823 op = realloc(op, sizeof(object));
824 SET_FLAG(op, FLAG_REMOVED);
825 SET_FLAG(op, FLAG_FREED);
826#endif
827
828 if(!QUERY_FLAG(op,FLAG_FREED)) {
829 LOG(llevError,"Fatal: Getting busy object.\n");
830 }
831 free_objects=op->next;
832 if(free_objects!=NULL)
833 free_objects->prev=NULL;
834 op->count= ++ob_count;
835 op->name=NULL;
836 op->name_pl=NULL;
837 op->title=NULL;
838 op->race=NULL;
839 op->slaying=NULL;
840 op->skill = NULL;
841 op->lore=NULL;
842 op->msg=NULL;
843 op->materialname=NULL;
844 op->next=objects;
845 op->prev=NULL;
846 op->active_next = NULL;
847 op->active_prev = NULL;
848 if(objects!=NULL)
849 objects->prev=op;
850 objects=op;
851 clear_object(op);
852 SET_FLAG(op,FLAG_REMOVED);
853 nroffreeobjects--;
854 return op; 581 return neu;
855} 582}
856 583
857/* 584/*
858 * 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
859 * 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
860 * 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.
861 */ 588 */
862 589
590void
863void update_turn_face(object *op) { 591update_turn_face (object *op)
592{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 593 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
865 return; 594 return;
866 SET_ANIMATION(op, op->direction); 595 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 596 update_object (op, UP_OBJ_FACE);
868} 597}
869 598
870/* 599/*
871 * 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
872 * 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.
873 * 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.
874 */ 603 */
875 604void
876void update_ob_speed(object *op) { 605update_ob_speed (object *op)
606{
877 extern int arch_init; 607 extern int arch_init;
878 608
879 /* No reason putting the archetypes objects on the speed list, 609 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated. 610 * since they never really need to be updated.
881 */ 611 */
882 612
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 613 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
614 {
884 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);
885#ifdef MANY_CORES 616#ifdef MANY_CORES
886 abort(); 617 abort ();
887#else 618#else
888 op->speed = 0; 619 op->speed = 0;
889#endif 620#endif
890 } 621 }
622
891 if (arch_init) { 623 if (arch_init)
892 return;
893 }
894 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
895 /* If already on active list, don't do anything */
896 if (op->active_next || op->active_prev || op==active_objects)
897 return; 624 return;
898 625
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)
630 return;
631
899 /* process_events() expects us to insert the object at the beginning 632 /* process_events() expects us to insert the object at the beginning
900 * of the list. */ 633 * of the list. */
901 op->active_next = active_objects; 634 op->active_next = active_objects;
635
902 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
903 op->active_next->active_prev = op; 637 op->active_next->active_prev = op;
638
904 active_objects = op; 639 active_objects = op;
640 }
641 else
905 } 642 {
906 else {
907 /* If not on the active list, nothing needs to be done */ 643 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects) 644 if (!op->active_next && !op->active_prev && op != active_objects)
909 return; 645 return;
910 646
911 if (op->active_prev==NULL) { 647 if (op->active_prev == NULL)
648 {
912 active_objects = op->active_next; 649 active_objects = op->active_next;
650
913 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
914 op->active_next->active_prev = NULL; 652 op->active_next->active_prev = NULL;
915 } 653 }
916 else { 654 else
655 {
917 op->active_prev->active_next = op->active_next; 656 op->active_prev->active_next = op->active_next;
657
918 if (op->active_next) 658 if (op->active_next)
919 op->active_next->active_prev = op->active_prev; 659 op->active_next->active_prev = op->active_prev;
920 } 660 }
661
921 op->active_next = NULL; 662 op->active_next = NULL;
922 op->active_prev = NULL; 663 op->active_prev = NULL;
923 } 664 }
924} 665}
925 666
926/* This function removes object 'op' from the list of active 667/* This function removes object 'op' from the list of active
927 * objects. 668 * objects.
929 * 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
930 * in play chewing up cpu time getting processed. 671 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which 672 * The reverse of this is to call update_ob_speed, which
932 * 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.
933 */ 674 */
675void
934void remove_from_active_list(object *op) 676remove_from_active_list (object *op)
935{ 677{
936 /* If not on the active list, nothing needs to be done */ 678 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects) 679 if (!op->active_next && !op->active_prev && op != active_objects)
938 return; 680 return;
939 681
940 if (op->active_prev==NULL) { 682 if (op->active_prev == NULL)
683 {
941 active_objects = op->active_next; 684 active_objects = op->active_next;
942 if (op->active_next!=NULL) 685 if (op->active_next != NULL)
943 op->active_next->active_prev = NULL; 686 op->active_next->active_prev = NULL;
687 }
688 else
944 } 689 {
945 else {
946 op->active_prev->active_next = op->active_next; 690 op->active_prev->active_next = op->active_next;
947 if (op->active_next) 691 if (op->active_next)
948 op->active_next->active_prev = op->active_prev; 692 op->active_next->active_prev = op->active_prev;
949 } 693 }
950 op->active_next = NULL; 694 op->active_next = NULL;
951 op->active_prev = NULL; 695 op->active_prev = NULL;
952} 696}
953 697
954/* 698/*
955 * update_object() updates the array which represents the map. 699 * update_object() updates the the map.
956 * It takes into account invisible objects (and represent squares covered 700 * It takes into account invisible objects (and represent squares covered
957 * by invisible objects by whatever is below them (unless it's another 701 * by invisible objects by whatever is below them (unless it's another
958 * invisible object, etc...) 702 * invisible object, etc...)
959 * If the object being updated is beneath a player, the look-window 703 * If the object being updated is beneath a player, the look-window
960 * of that player is updated (this might be a suboptimal way of 704 * of that player is updated (this might be a suboptimal way of
961 * updating that window, though, since update_object() is called _often_) 705 * updating that window, though, since update_object() is called _often_)
962 * 706 *
963 * action is a hint of what the caller believes need to be done. 707 * action is a hint of what the caller believes need to be done.
964 * For example, if the only thing that has changed is the face (due to
965 * an animation), we don't need to call update_position until that actually
966 * comes into view of a player. OTOH, many other things, like addition/removal
967 * of walls or living creatures may need us to update the flags now.
968 * current action are: 708 * current action are:
969 * UP_OBJ_INSERT: op was inserted 709 * UP_OBJ_INSERT: op was inserted
970 * UP_OBJ_REMOVE: op was removed 710 * UP_OBJ_REMOVE: op was removed
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 711 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
972 * as that is easier than trying to look at what may have changed. 712 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 713 * UP_OBJ_FACE: only the objects face has changed.
974 */ 714 */
975 715void
976void update_object(object *op, int action) { 716update_object (object *op, int action)
977 int update_now=0, flags; 717{
978 MoveType move_on, move_off, move_block, move_slow; 718 MoveType move_on, move_off, move_block, move_slow;
979 719
980 if (op == NULL) { 720 if (op == NULL)
721 {
981 /* this should never happen */ 722 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 723 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 724 return;
984 }
985 725 }
986 if(op->env!=NULL) { 726
727 if (op->env)
728 {
987 /* Animation is currently handled by client, so nothing 729 /* Animation is currently handled by client, so nothing
988 * to do in this case. 730 * to do in this case.
989 */ 731 */
990 return; 732 return;
991 } 733 }
992 734
993 /* If the map is saving, don't do anything as everything is 735 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 736 * going to get freed anyways.
995 */ 737 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 738 if (!op->map || op->map->in_memory == MAP_SAVING)
997 739 return;
740
998 /* make sure the object is within map boundaries */ 741 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 742 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 743 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 744 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 745#ifdef MANY_CORES
1003 abort(); 746 abort ();
1004#endif 747#endif
1005 return; 748 return;
1006 }
1007 749 }
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1010 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1011 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1012 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1013 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1014 750
751 mapspace &m = op->ms ();
752
753 if (m.flags_ & P_NEED_UPDATE)
754 /* nop */;
1015 if (action == UP_OBJ_INSERT) { 755 else if (action == UP_OBJ_INSERT)
756 {
757 // this is likely overkill, TODO: revisit (schmorp)
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 758 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1017 update_now=1;
1018
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 759 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1020 update_now=1; 760 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1021 761 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
762 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 763 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1023 update_now=1; 764 || (m.move_on | op->move_on ) != m.move_on
1024 765 || (m.move_off | op->move_off ) != m.move_off
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 766 || (m.move_slow | op->move_slow) != m.move_slow
1026 update_now=1;
1027
1028 if ((move_on | op->move_on) != move_on) update_now=1;
1029 if ((move_off | op->move_off) != move_off) update_now=1;
1030 /* This isn't perfect, but I don't expect a lot of objects to 767 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 768 * to have move_allow right now.
1032 */ 769 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 770 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1034 update_now=1; 771 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 772 m.flags_ = P_NEED_UPDATE;
1036 } 773 }
1037 /* if the object is being removed, we can't make intelligent 774 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 775 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 776 * that is being removed.
1040 */ 777 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 778 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 779 m.flags_ = P_NEED_UPDATE;
1043 } else if (action == UP_OBJ_FACE) { 780 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 781 /* Nothing to do for that case */ ;
1045 }
1046 else { 782 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 783 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 784
1050 if (update_now) {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1052 update_position(op->map, op->x, op->y);
1053 }
1054
1055 if(op->more!=NULL) 785 if (op->more)
1056 update_object(op->more, action); 786 update_object (op->more, action);
1057} 787}
1058 788
789object::vector object::mortals;
790object::vector object::objects; // not yet used
791object *object::first;
792
793void object::free_mortals ()
794{
795 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
796 if ((*i)->refcnt)
797 ++i; // further delay freeing
798 else
799 {
800 delete *i;
801 mortals.erase (i);
802 }
803}
804
805object::object ()
806{
807 SET_FLAG (this, FLAG_REMOVED);
808
809 expmul = 1.0;
810 face = blank_face;
811}
812
813object::~object ()
814{
815 free_key_values (this);
816}
817
818void object::link ()
819{
820 count = ++ob_count;
821 uuid = gen_uuid ();
822
823 prev = 0;
824 next = object::first;
825
826 if (object::first)
827 object::first->prev = this;
828
829 object::first = this;
830}
831
832void object::unlink ()
833{
834 if (this == object::first)
835 object::first = next;
836
837 /* Remove this object from the list of used objects */
838 if (prev) prev->next = next;
839 if (next) next->prev = prev;
840
841 prev = 0;
842 next = 0;
843}
844
845object *object::create ()
846{
847 object *op = new object;
848 op->link ();
849 return op;
850}
1059 851
1060/* 852/*
1061 * free_object() frees everything allocated by an object, removes 853 * free_object() frees everything allocated by an object, removes
1062 * it from the list of used objects, and puts it on the list of 854 * it from the list of used objects, and puts it on the list of
1063 * free objects. The IS_FREED() flag is set in the object. 855 * free objects. The IS_FREED() flag is set in the object.
1064 * The object must have been removed by remove_ob() first for 856 * The object must have been removed by remove_ob() first for
1065 * this function to succeed. 857 * this function to succeed.
1066 * 858 *
1067 * If free_inventory is set, free inventory as well. Else drop items in 859 * If destroy_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground. 860 * inventory to the ground.
1069 */ 861 */
862void object::destroy (bool destroy_inventory)
863{
864 if (QUERY_FLAG (this, FLAG_FREED))
865 return;
1070 866
1071void free_object(object *ob) { 867 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1072 free_object2(ob, 0); 868 remove_friendly_object (this);
1073}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076 869
1077 if (object_free_callback)
1078 object_free_callback (ob);
1079
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 870 if (!QUERY_FLAG (this, FLAG_REMOVED))
1081 LOG(llevDebug,"Free object called with non removed object\n"); 871 remove ();
1082 dump_object(ob); 872
1083#ifdef MANY_CORES 873 SET_FLAG (this, FLAG_FREED);
1084 abort(); 874
1085#endif 875 if (more)
1086 } 876 {
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 877 more->destroy (destroy_inventory);
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 878 more = 0;
1089 remove_friendly_object(ob); 879 }
880
881 if (inv)
1090 } 882 {
1091 if(QUERY_FLAG(ob,FLAG_FREED)) {
1092 dump_object(ob);
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1094 return;
1095 }
1096 if(ob->more!=NULL) {
1097 free_object2(ob->more, free_inventory);
1098 ob->more=NULL;
1099 }
1100 if (ob->inv) {
1101 /* Only if the space blocks everything do we not process - 883 /* Only if the space blocks everything do we not process -
1102 * if some form of movemnt is allowed, let objects 884 * if some form of movement is allowed, let objects
1103 * drop on that space. 885 * drop on that space.
1104 */ 886 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 887 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 888 {
1107 { 889 object *op = inv;
1108 op=ob->inv; 890
1109 while(op!=NULL) { 891 while (op)
1110 tmp=op->below; 892 {
1111 remove_ob(op); 893 object *tmp = op->below;
1112 free_object2(op, free_inventory); 894 op->destroy (destroy_inventory);
1113 op=tmp; 895 op = tmp;
896 }
897 }
898 else
899 { /* Put objects in inventory onto this space */
900 object *op = inv;
901
902 while (op)
903 {
904 object *tmp = op->below;
905
906 op->remove ();
907
908 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
909 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
910 op->destroy ();
911 else
912 {
913 op->x = x;
914 op->y = y;
915 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
916 }
917
918 op = tmp;
919 }
920 }
1114 } 921 }
1115 } 922
1116 else { /* Put objects in inventory onto this space */ 923 // hack to ensure that freed objects still have a valid map
1117 op=ob->inv; 924 {
1118 while(op!=NULL) { 925 static maptile *freed_map; // freed objects are moved here to avoid crashes
1119 tmp=op->below; 926
1120 remove_ob(op); 927 if (!freed_map)
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 928 {
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 929 freed_map = new maptile;
1123 free_object(op); 930
1124 else { 931 freed_map->name = "/internal/freed_objects_map";
1125 op->x=ob->x; 932 freed_map->width = 3;
1126 op->y=ob->y; 933 freed_map->height = 3;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 934
1128 } 935 freed_map->allocate ();
1129 op=tmp;
1130 }
1131 }
1132 } 936 }
937
938 map = freed_map;
939 x = 1;
940 y = 1;
941 }
942
943 // clear those pointers that likely might have circular references to us
944 owner = 0;
945 enemy = 0;
946 attacked_by = 0;
947
948 // only relevant for players(?), but make sure of it anyways
949 contr = 0;
950
1133 /* Remove object from the active list */ 951 /* Remove object from the active list */
1134 ob->speed = 0; 952 speed = 0;
1135 update_ob_speed(ob); 953 update_ob_speed (this);
1136 954
1137 SET_FLAG(ob, FLAG_FREED); 955 unlink ();
1138 ob->count = 0;
1139 956
1140 /* Remove this object from the list of used objects */ 957 mortals.push_back (this);
1141 if(ob->prev==NULL) {
1142 objects=ob->next;
1143 if(objects!=NULL)
1144 objects->prev=NULL;
1145 }
1146 else {
1147 ob->prev->next=ob->next;
1148 if(ob->next!=NULL)
1149 ob->next->prev=ob->prev;
1150 }
1151
1152 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1153 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1154 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1155 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1156 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1157 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1158 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1159 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1160 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1161
1162
1163 /* Why aren't events freed? */
1164 free_key_values(ob);
1165
1166#if 0 /* MEMORY_DEBUG*/
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1168 * presumes the freed_object will stick around for at least a little
1169 * bit
1170 */
1171 /* this is necessary so that memory debugging programs will
1172 * be able to accurately report source of malloc. If we recycle
1173 * objects, then some other area may be doing the get_object
1174 * and not freeing it, but the original one that malloc'd the
1175 * object will get the blame.
1176 */
1177 free(ob);
1178#else
1179
1180 /* Now link it with the free_objects list: */
1181 ob->prev=NULL;
1182 ob->next=free_objects;
1183 if(free_objects!=NULL)
1184 free_objects->prev=ob;
1185 free_objects=ob;
1186 nroffreeobjects++;
1187#endif
1188}
1189
1190/*
1191 * count_free() returns the number of objects on the list of free objects.
1192 */
1193
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects;
1197 while(tmp!=NULL)
1198 tmp=tmp->next, i++;
1199 return i;
1200}
1201
1202/*
1203 * count_used() returns the number of objects on the list of used objects.
1204 */
1205
1206int count_used(void) {
1207 int i=0;
1208 object *tmp=objects;
1209 while(tmp!=NULL)
1210 tmp=tmp->next, i++;
1211 return i;
1212}
1213
1214/*
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217
1218int count_active(void) {
1219 int i=0;
1220 object *tmp=active_objects;
1221 while(tmp!=NULL)
1222 tmp=tmp->active_next, i++;
1223 return i;
1224} 958}
1225 959
1226/* 960/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 961 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 962 * weight of an object (and what is carried by it's environment(s)).
1229 */ 963 */
1230 964void
1231void sub_weight (object *op, signed long weight) { 965sub_weight (object *op, signed long weight)
966{
1232 while (op != NULL) { 967 while (op != NULL)
968 {
1233 if (op->type == CONTAINER) { 969 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 970 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 971
1236 op->carrying-=weight; 972 op->carrying -= weight;
1237 op = op->env; 973 op = op->env;
1238 } 974 }
1239} 975}
1240 976
1241/* remove_ob(op): 977/* op->remove ():
1242 * This function removes the object op from the linked list of objects 978 * This function removes the object op from the linked list of objects
1243 * which it is currently tied to. When this function is done, the 979 * which it is currently tied to. When this function is done, the
1244 * object will have no environment. If the object previously had an 980 * object will have no environment. If the object previously had an
1245 * environment, the x and y coordinates will be updated to 981 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 982 * the previous environment.
1247 * Beware: This function is called from the editor as well! 983 * Beware: This function is called from the editor as well!
1248 */ 984 */
1249 985void
1250void remove_ob(object *op) { 986object::remove ()
987{
1251 object *tmp,*last=NULL; 988 object *tmp, *last = 0;
1252 object *otmp; 989 object *otmp;
1253 tag_t tag; 990
1254 int check_walk_off; 991 int check_walk_off;
1255 mapstruct *m;
1256 sint16 x,y;
1257
1258 992
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 993 if (QUERY_FLAG (this, FLAG_REMOVED))
1260 dump_object(op); 994 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 995
1263 /* Changed it to always dump core in this case. As has been learned
1264 * in the past, trying to recover from errors almost always
1265 * make things worse, and this is a real error here - something
1266 * that should not happen.
1267 * Yes, if this was a mission critical app, trying to do something
1268 * to recover may make sense, but that is because failure of the app
1269 * may have other disastrous problems. Cf runs out of a script
1270 * so is easily enough restarted without any real problems.
1271 * MSW 2001-07-01
1272 */
1273 abort();
1274 }
1275 if(op->more!=NULL)
1276 remove_ob(op->more);
1277
1278 SET_FLAG(op, FLAG_REMOVED); 996 SET_FLAG (this, FLAG_REMOVED);
1279 997
998 if (more)
999 more->remove ();
1000
1280 /* 1001 /*
1281 * In this case, the object to be removed is in someones 1002 * In this case, the object to be removed is in someones
1282 * inventory. 1003 * inventory.
1283 */ 1004 */
1284 if(op->env!=NULL) { 1005 if (env)
1285 if(op->nrof) 1006 {
1007 if (nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 1008 sub_weight (env, weight * nrof);
1287 else 1009 else
1288 sub_weight(op->env, op->weight+op->carrying); 1010 sub_weight (env, weight + carrying);
1289 1011
1290 /* NO_FIX_PLAYER is set when a great many changes are being 1012 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 1013 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 1014 * to save cpu time.
1293 */ 1015 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1016 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1296 fix_player(otmp); 1017 fix_player (otmp);
1297 1018
1298 if(op->above!=NULL) 1019 if (above != NULL)
1299 op->above->below=op->below; 1020 above->below = below;
1300 else 1021 else
1301 op->env->inv=op->below; 1022 env->inv = below;
1302 1023
1303 if(op->below!=NULL) 1024 if (below != NULL)
1304 op->below->above=op->above; 1025 below->above = above;
1305 1026
1306 /* we set up values so that it could be inserted into 1027 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 1028 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 1029 * to the caller to decide what we want to do.
1309 */ 1030 */
1310 op->x=op->env->x,op->y=op->env->y; 1031 x = env->x, y = env->y;
1311 op->ox=op->x,op->oy=op->y; 1032 map = env->map;
1312 op->map=op->env->map; 1033 above = 0, below = 0;
1313 op->above=NULL,op->below=NULL; 1034 env = 0;
1314 op->env=NULL; 1035 }
1315 return; 1036 else if (map)
1316 } 1037 {
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x;
1322 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y);
1324
1325 if (!m) {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1327 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue.
1329 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed.
1331 */
1332 abort();
1333 }
1334 if (op->map != m) {
1335 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1336 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338
1339 /* Re did the following section of code - it looks like it had 1038 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about 1039 * lots of logic for things we no longer care about
1341 */ 1040 */
1342 1041
1343 /* link the object above us */ 1042 /* link the object above us */
1344 if (op->above) 1043 if (above)
1345 op->above->below=op->below; 1044 above->below = below;
1346 else 1045 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1046 map->at (x, y).top = below; /* we were top, set new top */
1348 1047
1349 /* Relink the object below us, if there is one */ 1048 /* Relink the object below us, if there is one */
1350 if(op->below) { 1049 if (below)
1351 op->below->above=op->above; 1050 below->above = above;
1352 } else { 1051 else
1052 {
1353 /* Nothing below, which means we need to relink map object for this space 1053 /* Nothing below, which means we need to relink map object for this space
1354 * use translated coordinates in case some oddness with map tiling is 1054 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1055 * evident
1356 */ 1056 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1057 if (GET_MAP_OB (map, x, y) != this)
1358 dump_object(op); 1058 {
1059 char *dump = dump_object (this);
1060 LOG (llevError,
1359 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); 1061 "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);
1360 dump_object(GET_MAP_OB(m,x,y)); 1062 free (dump);
1361 LOG(llevError,"%s\n",errmsg); 1063 dump = dump_object (GET_MAP_OB (map, x, y));
1362 } 1064 LOG (llevError, "%s\n", dump);
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1065 free (dump);
1364 } 1066 }
1365 op->above=NULL;
1366 op->below=NULL;
1367 1067
1068 map->at (x, y).bottom = above; /* goes on above it. */
1069 }
1070
1071 above = 0;
1072 below = 0;
1073
1368 if (op->map->in_memory == MAP_SAVING) 1074 if (map->in_memory == MAP_SAVING)
1369 return; 1075 return;
1370 1076
1371 tag = op->count;
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1077 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1078
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1079 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1080 {
1374 /* No point updating the players look faces if he is the object 1081 /* No point updating the players look faces if he is the object
1375 * being removed. 1082 * being removed.
1376 */ 1083 */
1377 1084
1378 if(tmp->type==PLAYER && tmp!=op) { 1085 if (tmp->type == PLAYER && tmp != this)
1086 {
1379 /* If a container that the player is currently using somehow gets 1087 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1088 * removed (most likely destroyed), update the player view
1381 * appropriately. 1089 * appropriately.
1382 */ 1090 */
1383 if (tmp->container==op) { 1091 if (tmp->container == this)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1092 {
1385 tmp->container=NULL; 1093 CLEAR_FLAG (this, FLAG_APPLIED);
1386 } 1094 tmp->container = 0;
1387 tmp->contr->socket.update_look=1; 1095 }
1388 } 1096
1097 tmp->contr->socket->floorbox_update ();
1098 }
1099
1389 /* See if player moving off should effect something */ 1100 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1101 if (check_walk_off
1102 && ((move_type & tmp->move_off)
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1103 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1104 {
1105 move_apply (tmp, this, 0);
1392 1106
1393 move_apply(tmp, op, NULL); 1107 if (destroyed ())
1394 if (was_destroyed (op, tag)) { 1108 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1109 }
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1110
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1111 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1112
1402 if(tmp->above == tmp) 1113 if (tmp->above == tmp)
1403 tmp->above = NULL; 1114 tmp->above = 0;
1404 last=tmp; 1115
1405 } 1116 last = tmp;
1117 }
1118
1406 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) { 1120 if (!last)
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 map->at (x, y).flags_ = P_NEED_UPDATE;
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1410 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways.
1412 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y);
1415 }
1416 else 1122 else
1417 update_object(last, UP_OBJ_REMOVE); 1123 update_object (last, UP_OBJ_REMOVE);
1418 1124
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1125 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1420 update_all_los(op->map, op->x, op->y); 1126 update_all_los (map, x, y);
1421 1127 }
1422} 1128}
1423 1129
1424/* 1130/*
1425 * merge_ob(op,top): 1131 * merge_ob(op,top):
1426 * 1132 *
1427 * This function goes through all objects below and including top, and 1133 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1134 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1135 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1136 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1137 */
1432 1138object *
1433object *merge_ob(object *op, object *top) { 1139merge_ob (object *op, object *top)
1140{
1434 if(!op->nrof) 1141 if (!op->nrof)
1435 return 0; 1142 return 0;
1143
1436 if(top==NULL) 1144 if (top == NULL)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1145 for (top = op; top != NULL && top->above != NULL; top = top->above);
1146
1438 for(;top!=NULL;top=top->below) { 1147 for (; top != NULL; top = top->below)
1148 {
1439 if(top==op) 1149 if (top == op)
1440 continue; 1150 continue;
1441 if (CAN_MERGE(op,top)) 1151
1442 { 1152 if (object::can_merge (op, top))
1153 {
1443 top->nrof+=op->nrof; 1154 top->nrof += op->nrof;
1155
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1156/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1157 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1158 op->destroy ();
1447 free_object(op);
1448 return top; 1159 return top;
1449 } 1160 }
1450 } 1161 }
1162
1451 return NULL; 1163 return 0;
1452} 1164}
1453 1165
1454/* 1166/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1167 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1168 * job preparing multi-part monsters
1457 */ 1169 */
1170object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1171insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1172{
1459 object* tmp; 1173 object *tmp;
1174
1460 if (op->head) 1175 if (op->head)
1461 op=op->head; 1176 op = op->head;
1177
1462 for (tmp=op;tmp;tmp=tmp->more){ 1178 for (tmp = op; tmp; tmp = tmp->more)
1179 {
1463 tmp->x=x+tmp->arch->clone.x; 1180 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1181 tmp->y = y + tmp->arch->clone.y;
1465 } 1182 }
1183
1466 return insert_ob_in_map (op, m, originator, flag); 1184 return insert_ob_in_map (op, m, originator, flag);
1467} 1185}
1468 1186
1469/* 1187/*
1470 * insert_ob_in_map (op, map, originator, flag): 1188 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1189 * This function inserts the object in the two-way linked list
1485 * new object if 'op' was merged with other object 1203 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1204 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1205 * just 'op' otherwise
1488 */ 1206 */
1489 1207
1208object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1209insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1210{
1492 object *tmp, *top, *floor=NULL; 1211 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1212 sint16 x, y;
1494 1213
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1214 if (QUERY_FLAG (op, FLAG_FREED))
1215 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1216 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1217 return NULL;
1218 }
1219
1220 if (m == NULL)
1498 } 1221 {
1499 if(m==NULL) { 1222 char *dump = dump_object (op);
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1223 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1502 return op; 1224 free (dump);
1225 return op;
1503 } 1226 }
1227
1504 if(out_of_map(m,op->x,op->y)) { 1228 if (out_of_map (m, op->x, op->y))
1505 dump_object(op); 1229 {
1230 char *dump = dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1231 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1507#ifdef MANY_CORES 1232#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1233 /* Better to catch this here, as otherwise the next use of this object
1509 * is likely to cause a crash. Better to find out where it is getting 1234 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1235 * improperly inserted.
1511 */ 1236 */
1512 abort(); 1237 abort ();
1513#endif 1238#endif
1514 return op; 1239 free (dump);
1240 return op;
1515 } 1241 }
1242
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1243 if (!QUERY_FLAG (op, FLAG_REMOVED))
1517 dump_object(op); 1244 {
1245 char *dump = dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1246 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1519 return op; 1247 free (dump);
1248 return op;
1520 } 1249 }
1250
1521 if(op->more!=NULL) { 1251 if (op->more != NULL)
1252 {
1522 /* The part may be on a different map. */ 1253 /* The part may be on a different map. */
1523 1254
1524 object *more = op->more; 1255 object *more = op->more;
1525 1256
1526 /* We really need the caller to normalize coordinates - if 1257 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1258 * we set the map, that doesn't work if the location is within
1528 * a map and this is straddling an edge. So only if coordinate 1259 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1260 * is clear wrong do we normalize it.
1530 */ 1261 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1262 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1532 /* Debugging information so you can see the last coordinates this object had */
1533 more->ox = more->x;
1534 more->oy = more->y;
1535 more->map = get_map_from_coord(m, &more->x, &more->y); 1263 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1264 else if (!more->map)
1265 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1266 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1267 * more->map should always point to the parent.
1539 */ 1268 */
1540 more->map = m; 1269 more->map = m;
1541 } 1270 }
1542 1271
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1272 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1273 {
1544 if ( ! op->head) 1274 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1275 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1276
1546 return NULL; 1277 return NULL;
1547 } 1278 }
1548 } 1279 }
1280
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1281 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1282
1551 /* Debugging information so you can see the last coordinates this object had */
1552 op->ox=op->x;
1553 op->oy=op->y;
1554
1555 /* Ideally, the caller figures this out. However, it complicates a lot 1283 /* Ideally, the caller figures this out. However, it complicates a lot
1556 * of areas of callers (eg, anything that uses find_free_spot would now 1284 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1285 * need extra work
1558 */ 1286 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1287 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1288 x = op->x;
1561 y = op->y; 1289 y = op->y;
1562 1290
1563 /* this has to be done after we translate the coordinates. 1291 /* this has to be done after we translate the coordinates.
1564 */ 1292 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1293 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1294 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1295 if (object::can_merge (op, tmp))
1568 op->nrof+=tmp->nrof; 1296 {
1569 remove_ob(tmp); 1297 op->nrof += tmp->nrof;
1570 free_object(tmp); 1298 tmp->destroy ();
1571 } 1299 }
1572 }
1573 1300
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1301 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1302 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1303
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1304 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1305 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1306
1579 if (flag & INS_BELOW_ORIGINATOR) { 1307 if (flag & INS_BELOW_ORIGINATOR)
1308 {
1580 if (originator->map != op->map || originator->x != op->x || 1309 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1310 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1311 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1312 abort ();
1584 } 1313 }
1314
1585 op->above = originator; 1315 op->above = originator;
1586 op->below = originator->below; 1316 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1317
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1318 if (op->below)
1319 op->below->above = op;
1320 else
1321 op->ms ().bottom = op;
1322
1589 /* since *below* originator, no need to update top */ 1323 /* since *below* originator, no need to update top */
1590 originator->below = op; 1324 originator->below = op;
1591 } else { 1325 }
1326 else
1327 {
1592 /* If there are other objects, then */ 1328 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1329 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1330 {
1594 object *last=NULL; 1331 object *last = NULL;
1595 /* 1332
1333 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1334 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1335 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1336 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1337 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1338 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1339 * Also, if there are spell objects on this space, we stop processing
1602 * once we get to them. This reduces the need to traverse over all of 1340 * once we get to them. This reduces the need to traverse over all of
1603 * them when adding another one - this saves quite a bit of cpu time 1341 * them when adding another one - this saves quite a bit of cpu time
1604 * when lots of spells are cast in one area. Currently, it is presumed 1342 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1343 * that flying non pickable objects are spell objects.
1606 */ 1344 */
1607 1345
1608 while (top != NULL) { 1346 while (top != NULL)
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1347 {
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1348 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1611 if (QUERY_FLAG(top, FLAG_NO_PICK) 1349 floor = top;
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1350
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1351 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1614 { 1352 {
1615 /* We insert above top, so we want this object below this */ 1353 /* We insert above top, so we want this object below this */
1616 top=top->below; 1354 top = top->below;
1617 break; 1355 break;
1618 } 1356 }
1619 last = top; 1357
1620 top = top->above; 1358 last = top;
1621 } 1359 top = top->above;
1360 }
1361
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1362 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1363 top = last;
1624 1364
1625 /* We let update_position deal with figuring out what the space 1365 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1366 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1367 * makes things faster, and effectively the same result.
1628 */ 1368 */
1629 1369
1630 /* Have object 'fall below' other objects that block view. 1370 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1371 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1372 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1373 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1374 * stacking is a bit odd.
1635 */ 1375 */
1636 if (!(flag & INS_ON_TOP) && 1376 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1377 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1638 (op->face && !op->face->visibility)) { 1378 {
1639 for (last=top; last != floor; last=last->below) 1379 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1380 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1381 break;
1641 /* Check to see if we found the object that blocks view, 1382 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1383 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1384 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1385 * set top to the object below us.
1645 */ 1386 */
1646 if (last && last->below && last != floor) top=last->below; 1387 if (last && last->below && last != floor)
1647 } 1388 top = last->below;
1648 } /* If objects on this space */ 1389 }
1390 } /* If objects on this space */
1391
1649 if (flag & INS_MAP_LOAD) 1392 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1393 top = GET_MAP_TOP (op->map, op->x, op->y);
1394
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1395 if (flag & INS_ABOVE_FLOOR_ONLY)
1396 top = floor;
1652 1397
1653 /* Top is the object that our object (op) is going to get inserted above. 1398 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1399 */
1655 1400
1656 /* First object on this space */ 1401 /* First object on this space */
1657 if (!top) { 1402 if (!top)
1403 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1404 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1405
1406 if (op->above)
1407 op->above->below = op;
1408
1660 op->below = NULL; 1409 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1410 op->ms ().bottom = op;
1662 } else { /* get inserted into the stack above top */ 1411 }
1412 else
1413 { /* get inserted into the stack above top */
1663 op->above = top->above; 1414 op->above = top->above;
1664 if (op->above) op->above->below = op; 1415
1416 if (op->above)
1417 op->above->below = op;
1418
1665 op->below = top; 1419 op->below = top;
1666 top->above = op; 1420 top->above = op;
1667 } 1421 }
1422
1668 if (op->above==NULL) 1423 if (op->above == NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1424 op->ms ().top = op;
1670 } /* else not INS_BELOW_ORIGINATOR */ 1425 } /* else not INS_BELOW_ORIGINATOR */
1671 1426
1672 if(op->type==PLAYER) 1427 if (op->type == PLAYER)
1673 op->contr->do_los=1; 1428 op->contr->do_los = 1;
1674 1429
1675 /* If we have a floor, we know the player, if any, will be above 1430 /* If we have a floor, we know the player, if any, will be above
1676 * it, so save a few ticks and start from there. 1431 * it, so save a few ticks and start from there.
1677 */ 1432 */
1678 if (!(flag & INS_MAP_LOAD)) 1433 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1434 if (object *pl = op->ms ().player ())
1680 if (tmp->type == PLAYER) 1435 pl->contr->socket->floorbox_update ();
1681 tmp->contr->socket.update_look=1;
1682 }
1683 1436
1684 /* If this object glows, it may affect lighting conditions that are 1437 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1438 * visible to others on this map. But update_all_los is really
1686 * an inefficient way to do this, as it means los for all players 1439 * an inefficient way to do this, as it means los for all players
1687 * on the map will get recalculated. The players could very well 1440 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1441 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1442 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1443 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient. 1444 * of effect may be sufficient.
1692 */ 1445 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1446 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1447 update_all_los (op->map, op->x, op->y);
1695 1448
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1449 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1450 update_object (op, UP_OBJ_INSERT);
1699 1451
1700
1701 /* Don't know if moving this to the end will break anything. However, 1452 /* Don't know if moving this to the end will break anything. However,
1702 * we want to have update_look set above before calling this. 1453 * we want to have floorbox_update called before calling this.
1703 * 1454 *
1704 * check_move_on() must be after this because code called from 1455 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1456 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1458 * update_object().
1708 */ 1459 */
1709 1460
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1711
1712 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1462 if (!(flag & INS_NO_WALK_ON) && !op->head)
1463 {
1713 if (check_move_on(op, originator)) 1464 if (check_move_on (op, originator))
1714 return NULL; 1465 return NULL;
1715 1466
1716 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1468 * walk on's.
1718 */ 1469 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1470 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1721 return NULL; 1472 return NULL;
1722 } 1473 }
1474
1723 return op; 1475 return op;
1724} 1476}
1725 1477
1726/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1727 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1728 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1729 */ 1481 */
1482void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1731 object *tmp; 1484{
1732 object *tmp1; 1485 object *tmp, *tmp1;
1733 1486
1734 /* first search for itself and remove any old instances */ 1487 /* first search for itself and remove any old instances */
1735 1488
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1489 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1490 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1738 remove_ob(tmp); 1491 tmp->destroy ();
1739 free_object(tmp);
1740 }
1741 }
1742 1492
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1493 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1494
1745 1495 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1496 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1497 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1498}
1749 1499
1750/* 1500/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1501 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1752 * is returned contains nr objects, and the remaining parts contains 1502 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1503 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1504 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1505 * global static errmsg array.
1756 */ 1506 */
1757 1507
1508object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1509get_split_ob (object *orig_ob, uint32 nr)
1510{
1759 object *newob; 1511 object *newob;
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1512 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1513
1762 if(orig_ob->nrof<nr) { 1514 if (orig_ob->nrof < nr)
1763 sprintf(errmsg,"There are only %d %ss.",
1764 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1765 return NULL;
1766 } 1515 {
1516 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1517 return NULL;
1518 }
1519
1767 newob = object_create_clone(orig_ob); 1520 newob = object_create_clone (orig_ob);
1521
1768 if((orig_ob->nrof-=nr)<1) { 1522 if ((orig_ob->nrof -= nr) < 1)
1769 if ( ! is_removed) 1523 orig_ob->destroy (1);
1770 remove_ob(orig_ob);
1771 free_object2(orig_ob, 1);
1772 }
1773 else if ( ! is_removed) { 1524 else if (!is_removed)
1525 {
1774 if(orig_ob->env!=NULL) 1526 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1527 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1528 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1529 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1530 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1778 LOG(llevDebug,
1779 "Error, Tried to split object whose map is not in memory.\n"); 1531 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1532 return NULL;
1781 } 1533 }
1782 } 1534 }
1535
1783 newob->nrof=nr; 1536 newob->nrof = nr;
1784 1537
1785 return newob; 1538 return newob;
1786} 1539}
1787 1540
1788/* 1541/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1542 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1543 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1544 * is subsequently removed and freed.
1792 * 1545 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1546 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1547 */
1795 1548
1549object *
1796object *decrease_ob_nr (object *op, uint32 i) 1550decrease_ob_nr (object *op, uint32 i)
1797{ 1551{
1798 object *tmp; 1552 object *tmp;
1799 player *pl; 1553 player *pl;
1800 1554
1801 if (i == 0) /* objects with op->nrof require this check */ 1555 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1556 return op;
1803 1557
1804 if (i > op->nrof) 1558 if (i > op->nrof)
1805 i = op->nrof; 1559 i = op->nrof;
1806 1560
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1561 if (QUERY_FLAG (op, FLAG_REMOVED))
1562 op->nrof -= i;
1563 else if (op->env)
1564 {
1565 /* is this object in the players inventory, or sub container
1566 * therein?
1567 */
1568 tmp = op->in_player ();
1569 /* nope. Is this a container the player has opened?
1570 * If so, set tmp to that player.
1571 * IMO, searching through all the players will mostly
1572 * likely be quicker than following op->env to the map,
1573 * and then searching the map for a player.
1574 */
1575 if (!tmp)
1576 {
1577 for (pl = first_player; pl; pl = pl->next)
1578 if (pl->ob->container == op->env)
1579 {
1580 tmp = pl->ob;
1581 break;
1582 }
1583 }
1584
1585 if (i < op->nrof)
1586 {
1587 sub_weight (op->env, op->weight * i);
1588 op->nrof -= i;
1589 if (tmp)
1590 esrv_send_item (tmp, op);
1591 }
1592 else
1593 {
1594 op->remove ();
1595 op->nrof = 0;
1596 if (tmp)
1597 esrv_del_item (tmp->contr, op->count);
1598 }
1808 { 1599 }
1600 else
1601 {
1602 object *above = op->above;
1603
1604 if (i < op->nrof)
1809 op->nrof -= i; 1605 op->nrof -= i;
1810 }
1811 else if (op->env != NULL)
1812 {
1813 /* is this object in the players inventory, or sub container
1814 * therein?
1815 */
1816 tmp = is_player_inv (op->env);
1817 /* nope. Is this a container the player has opened?
1818 * If so, set tmp to that player.
1819 * IMO, searching through all the players will mostly
1820 * likely be quicker than following op->env to the map,
1821 * and then searching the map for a player.
1822 */
1823 if (!tmp) {
1824 for (pl=first_player; pl; pl=pl->next)
1825 if (pl->ob->container == op->env) break;
1826 if (pl) tmp=pl->ob;
1827 else tmp=NULL;
1828 }
1829
1830 if (i < op->nrof) {
1831 sub_weight (op->env, op->weight * i);
1832 op->nrof -= i;
1833 if (tmp) {
1834 esrv_send_item(tmp, op);
1835 }
1836 } else { 1606 else
1607 {
1837 remove_ob (op); 1608 op->remove ();
1838 op->nrof = 0; 1609 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count);
1841 }
1842 } 1610 }
1843 }
1844 else
1845 {
1846 object *above = op->above;
1847 1611
1848 if (i < op->nrof) {
1849 op->nrof -= i;
1850 } else {
1851 remove_ob (op);
1852 op->nrof = 0;
1853 }
1854 /* Since we just removed op, op->above is null */ 1612 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above) 1613 for (tmp = above; tmp; tmp = tmp->above)
1856 if (tmp->type == PLAYER) { 1614 if (tmp->type == PLAYER)
1615 {
1857 if (op->nrof) 1616 if (op->nrof)
1858 esrv_send_item(tmp, op); 1617 esrv_send_item (tmp, op);
1859 else 1618 else
1860 esrv_del_item(tmp->contr, op->count); 1619 esrv_del_item (tmp->contr, op->count);
1861 } 1620 }
1862 } 1621 }
1863 1622
1864 if (op->nrof) { 1623 if (op->nrof)
1865 return op; 1624 return op;
1866 } else { 1625 else
1867 free_object (op); 1626 {
1627 op->destroy ();
1868 return NULL; 1628 return 0;
1869 } 1629 }
1870} 1630}
1871 1631
1872/* 1632/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1633 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1634 * and also updates how much the environment(s) is/are carrying.
1875 */ 1635 */
1876 1636
1637void
1877void add_weight (object *op, signed long weight) { 1638add_weight (object *op, signed long weight)
1639{
1878 while (op!=NULL) { 1640 while (op != NULL)
1641 {
1879 if (op->type == CONTAINER) { 1642 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1643 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1644
1882 op->carrying+=weight; 1645 op->carrying += weight;
1883 op=op->env; 1646 op = op->env;
1884 } 1647 }
1885} 1648}
1886 1649
1650object *
1651insert_ob_in_ob (object *op, object *where)
1652{
1653 if (!where)
1654 {
1655 char *dump = dump_object (op);
1656 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1657 free (dump);
1658 return op;
1659 }
1660
1661 if (where->head)
1662 {
1663 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1664 where = where->head;
1665 }
1666
1667 return where->insert (op);
1668}
1669
1887/* 1670/*
1888 * insert_ob_in_ob(op,environment): 1671 * env->insert (op)
1889 * This function inserts the object op in the linked list 1672 * This function inserts the object op in the linked list
1890 * inside the object environment. 1673 * inside the object environment.
1891 * 1674 *
1892 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1893 * the inventory at the last position or next to other objects of the same
1894 * type.
1895 * Frank: Now sorted by type, archetype and magic!
1896 *
1897 * The function returns now pointer to inserted item, and return value can 1675 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1676 * be != op, if items are merged. -Tero
1899 */ 1677 */
1900 1678
1901object *insert_ob_in_ob(object *op,object *where) { 1679object *
1680object::insert (object *op)
1681{
1902 object *tmp, *otmp; 1682 object *tmp, *otmp;
1903 1683
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1684 if (!QUERY_FLAG (op, FLAG_REMOVED))
1905 dump_object(op); 1685 op->remove ();
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1686
1907 return op;
1908 }
1909 if(where==NULL) {
1910 dump_object(op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1912 return op;
1913 }
1914 if (where->head) {
1915 LOG(llevDebug,
1916 "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head;
1918 }
1919 if (op->more) { 1687 if (op->more)
1688 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1689 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1690 return op;
1923 } 1691 }
1692
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1693 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1694 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1695 if (op->nrof)
1696 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1697 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1698 if (object::can_merge (tmp, op))
1699 {
1929 /* return the original object and remove inserted object 1700 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1701 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1702 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1703 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1704 * tmp->nrof, we need to increase the weight.
1934 */ 1705 */
1935 add_weight (where, op->weight*op->nrof); 1706 add_weight (this, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1707 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1708 op->destroy (); /* free the inserted object */
1938 op = tmp; 1709 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1710 op->remove (); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1711 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1712 break;
1942 } 1713 }
1943 1714
1944 /* I assume combined objects have no inventory 1715 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1716 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1717 * (if it was possible to merge). calling remove_ob will subtract
1947 * the weight, so we need to add it in again, since we actually do 1718 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1719 * the linking below
1949 */ 1720 */
1950 add_weight (where, op->weight*op->nrof); 1721 add_weight (this, op->weight * op->nrof);
1722 }
1951 } else 1723 else
1952 add_weight (where, (op->weight+op->carrying)); 1724 add_weight (this, (op->weight + op->carrying));
1953 1725
1954 otmp=is_player_inv(where); 1726 otmp = this->in_player ();
1955 if (otmp&&otmp->contr!=NULL) { 1727 if (otmp && otmp->contr)
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1728 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1729 fix_player (otmp);
1958 }
1959 1730
1960 op->map=NULL; 1731 op->map = 0;
1961 op->env=where; 1732 op->env = this;
1962 op->above=NULL; 1733 op->above = 0;
1963 op->below=NULL; 1734 op->below = 0;
1964 op->x=0,op->y=0; 1735 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1736
1967 /* reset the light list and los of the players on the map */ 1737 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1738 if ((op->glow_radius != 0) && map)
1969 { 1739 {
1970#ifdef DEBUG_LIGHTS 1740#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1741 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1742#endif /* DEBUG_LIGHTS */
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1743 if (MAP_DARKNESS (map))
1744 update_all_los (map, x, y);
1975 } 1745 }
1976 1746
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1747 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1748 * It sure simplifies this function...
1979 */ 1749 */
1980 if (where->inv==NULL) 1750 if (!inv)
1981 where->inv=op; 1751 inv = op;
1982 else { 1752 else
1753 {
1983 op->below = where->inv; 1754 op->below = inv;
1984 op->below->above = op; 1755 op->below->above = op;
1985 where->inv = op; 1756 inv = op;
1986 } 1757 }
1758
1987 return op; 1759 return op;
1988} 1760}
1989 1761
1990/* 1762/*
1991 * Checks if any objects has a move_type that matches objects 1763 * Checks if any objects has a move_type that matches objects
2006 * MSW 2001-07-08: Check all objects on space, not just those below 1778 * MSW 2001-07-08: Check all objects on space, not just those below
2007 * object being inserted. insert_ob_in_map may not put new objects 1779 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1780 * on top.
2009 */ 1781 */
2010 1782
1783int
2011int check_move_on (object *op, object *originator) 1784check_move_on (object *op, object *originator)
2012{ 1785{
2013 object *tmp; 1786 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1787 maptile *m = op->map;
2016 int x=op->x, y=op->y; 1788 int x = op->x, y = op->y;
1789
2017 MoveType move_on, move_slow, move_block; 1790 MoveType move_on, move_slow, move_block;
2018 1791
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1792 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2020 return 0;
2021
2022 tag = op->count;
2023
2024 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2025 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2026 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2027
2028 /* if nothing on this space will slow op down or be applied,
2029 * no need to do checking below. have to make sure move_type
2030 * is set, as lots of objects don't have it set - we treat that
2031 * as walking.
2032 */
2033 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2034 return 0;
2035
2036 /* This is basically inverse logic of that below - basically,
2037 * if the object can avoid the move on or slow move, they do so,
2038 * but can't do it if the alternate movement they are using is
2039 * blocked. Logic on this seems confusing, but does seem correct.
2040 */
2041 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2042 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2043
2044 /* The objects have to be checked from top to bottom.
2045 * Hence, we first go to the top:
2046 */
2047
2048 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2049 tmp->above!=NULL; tmp=tmp->above) {
2050 /* Trim the search when we find the first other spell effect
2051 * this helps performance so that if a space has 50 spell objects,
2052 * we don't need to check all of them.
2053 */
2054 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2055 }
2056 for(;tmp!=NULL; tmp=tmp->below) {
2057 if (tmp == op) continue; /* Can't apply yourself */
2058
2059 /* Check to see if one of the movement types should be slowed down.
2060 * Second check makes sure that the movement types not being slowed
2061 * (~slow_move) is not blocked on this space - just because the
2062 * space doesn't slow down swimming (for example), if you can't actually
2063 * swim on that space, can't use it to avoid the penalty.
2064 */
2065 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2066 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_slow) &&
2068 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2069
2070 float diff;
2071
2072 diff = tmp->move_slow_penalty*FABS(op->speed);
2073 if (op->type == PLAYER) {
2074 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2075 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2076 diff /= 4.0;
2077 }
2078 }
2079 op->speed_left -= diff;
2080 }
2081 }
2082
2083 /* Basically same logic as above, except now for actual apply. */
2084 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2085 ((op->move_type & tmp->move_on) &&
2086 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2087
2088 move_apply(tmp, op, originator);
2089 if (was_destroyed (op, tag))
2090 return 1;
2091
2092 /* what the person/creature stepped onto has moved the object
2093 * someplace new. Don't process any further - if we did,
2094 * have a feeling strange problems would result.
2095 */
2096 if (op->map != m || op->x != x || op->y != y) return 0;
2097 }
2098 }
2099 return 0; 1793 return 0;
1794
1795 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1796 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1797 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1798
1799 /* if nothing on this space will slow op down or be applied,
1800 * no need to do checking below. have to make sure move_type
1801 * is set, as lots of objects don't have it set - we treat that
1802 * as walking.
1803 */
1804 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1805 return 0;
1806
1807 /* This is basically inverse logic of that below - basically,
1808 * if the object can avoid the move on or slow move, they do so,
1809 * but can't do it if the alternate movement they are using is
1810 * blocked. Logic on this seems confusing, but does seem correct.
1811 */
1812 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1813 return 0;
1814
1815 /* The objects have to be checked from top to bottom.
1816 * Hence, we first go to the top:
1817 */
1818
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1820 {
1821 /* Trim the search when we find the first other spell effect
1822 * this helps performance so that if a space has 50 spell objects,
1823 * we don't need to check all of them.
1824 */
1825 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1826 break;
1827 }
1828
1829 for (; tmp; tmp = tmp->below)
1830 {
1831 if (tmp == op)
1832 continue; /* Can't apply yourself */
1833
1834 /* Check to see if one of the movement types should be slowed down.
1835 * Second check makes sure that the movement types not being slowed
1836 * (~slow_move) is not blocked on this space - just because the
1837 * space doesn't slow down swimming (for example), if you can't actually
1838 * swim on that space, can't use it to avoid the penalty.
1839 */
1840 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1841 {
1842 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1843 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1844 {
1845
1846 float
1847 diff = tmp->move_slow_penalty * FABS (op->speed);
1848
1849 if (op->type == PLAYER)
1850 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1851 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1852 diff /= 4.0;
1853
1854 op->speed_left -= diff;
1855 }
1856 }
1857
1858 /* Basically same logic as above, except now for actual apply. */
1859 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1860 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1861 {
1862 move_apply (tmp, op, originator);
1863
1864 if (op->destroyed ())
1865 return 1;
1866
1867 /* what the person/creature stepped onto has moved the object
1868 * someplace new. Don't process any further - if we did,
1869 * have a feeling strange problems would result.
1870 */
1871 if (op->map != m || op->x != x || op->y != y)
1872 return 0;
1873 }
1874 }
1875
1876 return 0;
2100} 1877}
2101 1878
2102/* 1879/*
2103 * present_arch(arch, map, x, y) searches for any objects with 1880 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 1881 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
2106 */ 1883 */
2107 1884
1885object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1886present_arch (const archetype *at, maptile *m, int x, int y)
1887{
2109 object *tmp; 1888 object *
1889 tmp;
1890
2110 if(m==NULL || out_of_map(m,x,y)) { 1891 if (m == NULL || out_of_map (m, x, y))
1892 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 1893 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 1894 return NULL;
2113 } 1895 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1896 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 1897 if (tmp->arch == at)
2116 return tmp; 1898 return tmp;
2117 return NULL; 1899 return NULL;
2118} 1900}
2119 1901
2120/* 1902/*
2121 * present(type, map, x, y) searches for any objects with 1903 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 1904 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
2124 */ 1906 */
2125 1907
1908object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 1909present (unsigned char type, maptile *m, int x, int y)
1910{
2127 object *tmp; 1911 object *
1912 tmp;
1913
2128 if(out_of_map(m,x,y)) { 1914 if (out_of_map (m, x, y))
1915 {
2129 LOG(llevError,"Present called outside map.\n"); 1916 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1917 return NULL;
2131 } 1918 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1919 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 1920 if (tmp->type == type)
2134 return tmp; 1921 return tmp;
2135 return NULL; 1922 return NULL;
2136} 1923}
2137 1924
2138/* 1925/*
2139 * present_in_ob(type, object) searches for any objects with 1926 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1927 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
2142 */ 1929 */
2143 1930
1931object *
2144object *present_in_ob(unsigned char type, const object *op) { 1932present_in_ob (unsigned char type, const object *op)
1933{
2145 object *tmp; 1934 object *
1935 tmp;
1936
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 1938 if (tmp->type == type)
2148 return tmp; 1939 return tmp;
2149 return NULL; 1940 return NULL;
2150} 1941}
2151 1942
2152/* 1943/*
2162 * the object name, not the archetype name. this is so that the 1953 * the object name, not the archetype name. this is so that the
2163 * spell code can use one object type (force), but change it's name 1954 * spell code can use one object type (force), but change it's name
2164 * to be unique. 1955 * to be unique.
2165 */ 1956 */
2166 1957
1958object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 1959present_in_ob_by_name (int type, const char *str, const object *op)
1960{
2168 object *tmp; 1961 object *
1962 tmp;
2169 1963
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1964 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1965 {
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1966 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1967 return tmp;
2173 } 1968 }
2174 return NULL; 1969 return NULL;
2175} 1970}
2176 1971
2177/* 1972/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1973 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1974 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1975 * The first matching object is returned, or NULL if none.
2181 */ 1976 */
2182 1977
1978object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 1979present_arch_in_ob (const archetype *at, const object *op)
1980{
2184 object *tmp; 1981 object *
1982 tmp;
1983
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1984 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 1985 if (tmp->arch == at)
2187 return tmp; 1986 return tmp;
2188 return NULL; 1987 return NULL;
2189} 1988}
2190 1989
2191/* 1990/*
2192 * activate recursively a flag on an object inventory 1991 * activate recursively a flag on an object inventory
2193 */ 1992 */
1993void
2194void flag_inv(object*op, int flag){ 1994flag_inv (object *op, int flag)
1995{
2195 object *tmp; 1996 object *
1997 tmp;
1998
2196 if(op->inv) 1999 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2000 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2001 {
2198 SET_FLAG(tmp, flag); 2002 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 2003 flag_inv (tmp, flag);
2200 } 2004 }
2201}/* 2005} /*
2202 * desactivate recursively a flag on an object inventory 2006 * desactivate recursively a flag on an object inventory
2203 */ 2007 */
2008void
2204void unflag_inv(object*op, int flag){ 2009unflag_inv (object *op, int flag)
2010{
2205 object *tmp; 2011 object *
2012 tmp;
2013
2206 if(op->inv) 2014 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2015 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2016 {
2208 CLEAR_FLAG(tmp, flag); 2017 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 2018 unflag_inv (tmp, flag);
2210 } 2019 }
2211} 2020}
2212 2021
2213/* 2022/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2023 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 2024 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 2025 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 2026 * him/her-self and all object carried by a call to this function.
2218 */ 2027 */
2219 2028
2029void
2220void set_cheat(object *op) { 2030set_cheat (object *op)
2031{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 2032 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 2033 flag_inv (op, FLAG_WAS_WIZ);
2223} 2034}
2224 2035
2225/* 2036/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 2037 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain 2038 * a spot at the given map and coordinates which will be able to contain
2242 * to know if the space in question will block the object. We can't use 2053 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 2054 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2055 * customized, changed states, etc.
2245 */ 2056 */
2246 2057
2058int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2059find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2060{
2061 int
2062 i,
2248 int i,index=0, flag; 2063 index = 0, flag;
2064 static int
2249 static int altern[SIZEOFFREE]; 2065 altern[SIZEOFFREE];
2250 2066
2251 for(i=start;i<stop;i++) { 2067 for (i = start; i < stop; i++)
2068 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2069 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2070 if (!flag)
2254 altern[index++]=i; 2071 altern[index++] = i;
2255 2072
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2073 /* Basically, if we find a wall on a space, we cut down the search size.
2257 * In this way, we won't return spaces that are on another side of a wall. 2074 * In this way, we won't return spaces that are on another side of a wall.
2258 * This mostly work, but it cuts down the search size in all directions - 2075 * This mostly work, but it cuts down the search size in all directions -
2259 * if the space being examined only has a wall to the north and empty 2076 * if the space being examined only has a wall to the north and empty
2260 * spaces in all the other directions, this will reduce the search space 2077 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2078 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2079 * won't look 2 spaces south of the target space.
2263 */ 2080 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2081 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2082 stop = maxfree[i];
2266 } 2083 }
2267 if(!index) return -1; 2084
2085 if (!index)
2086 return -1;
2087
2268 return altern[RANDOM()%index]; 2088 return altern[RANDOM () % index];
2269} 2089}
2270 2090
2271/* 2091/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2092 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2093 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2094 * But it will return the first available spot, not a random choice.
2275 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2095 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2096 */
2277 2097
2098int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2099find_first_free_spot (const object *ob, maptile *m, int x, int y)
2100{
2101 int
2279 int i; 2102 i;
2103
2280 for(i=0;i<SIZEOFFREE;i++) { 2104 for (i = 0; i < SIZEOFFREE; i++)
2105 {
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2106 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2107 return i;
2283 } 2108 }
2284 return -1; 2109 return -1;
2285} 2110}
2286 2111
2287/* 2112/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2113 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2114 * arr[begin..end-1].
2290 */ 2115 */
2116static void
2291static void permute(int *arr, int begin, int end) 2117permute (int *arr, int begin, int end)
2292{ 2118{
2293 int i, j, tmp, len; 2119 int
2120 i,
2121 j,
2122 tmp,
2123 len;
2294 2124
2295 len = end-begin; 2125 len = end - begin;
2296 for(i = begin; i < end; i++) 2126 for (i = begin; i < end; i++)
2297 { 2127 {
2298 j = begin+RANDOM()%len; 2128 j = begin + RANDOM () % len;
2299 2129
2300 tmp = arr[i]; 2130 tmp = arr[i];
2301 arr[i] = arr[j]; 2131 arr[i] = arr[j];
2302 arr[j] = tmp; 2132 arr[j] = tmp;
2303 } 2133 }
2304} 2134}
2305 2135
2306/* new function to make monster searching more efficient, and effective! 2136/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2137 * This basically returns a randomized array (in the passed pointer) of
2308 * the spaces to find monsters. In this way, it won't always look for 2138 * the spaces to find monsters. In this way, it won't always look for
2309 * monsters to the north first. However, the size of the array passed 2139 * monsters to the north first. However, the size of the array passed
2310 * covers all the spaces, so within that size, all the spaces within 2140 * covers all the spaces, so within that size, all the spaces within
2311 * the 3x3 area will be searched, just not in a predictable order. 2141 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2142 */
2143void
2313void get_search_arr(int *search_arr) 2144get_search_arr (int *search_arr)
2314{ 2145{
2146 int
2315 int i; 2147 i;
2316 2148
2317 for(i = 0; i < SIZEOFFREE; i++) 2149 for (i = 0; i < SIZEOFFREE; i++)
2318 { 2150 {
2319 search_arr[i] = i; 2151 search_arr[i] = i;
2320 } 2152 }
2321 2153
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2154 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2155 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2156 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2157}
2326 2158
2327/* 2159/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2160 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2161 * given map at the given coordinates for live objects.
2335 * is actually want is going to try and move there. We need this info 2167 * is actually want is going to try and move there. We need this info
2336 * because we have to know what movement the thing looking to move 2168 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2169 * there is capable of.
2338 */ 2170 */
2339 2171
2172int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2173find_dir (maptile *m, int x, int y, object *exclude)
2174{
2175 int
2176 i,
2341 int i,max=SIZEOFFREE, mflags; 2177 max = SIZEOFFREE, mflags;
2178
2342 sint16 nx, ny; 2179 sint16 nx, ny;
2343 object *tmp; 2180 object *
2344 mapstruct *mp; 2181 tmp;
2182 maptile *
2183 mp;
2184
2345 MoveType blocked, move_type; 2185 MoveType blocked, move_type;
2346 2186
2347 if (exclude && exclude->head) { 2187 if (exclude && exclude->head)
2188 {
2348 exclude = exclude->head; 2189 exclude = exclude->head;
2349 move_type = exclude->move_type; 2190 move_type = exclude->move_type;
2350 } else { 2191 }
2192 else
2193 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2194 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2195 move_type = MOVE_ALL;
2196 }
2197
2198 for (i = 1; i < max; i++)
2353 } 2199 {
2354 2200 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2201 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2202 ny = y + freearr_y[i];
2359 2203
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2204 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2205
2361 if (mflags & P_OUT_OF_MAP) { 2206 if (mflags & P_OUT_OF_MAP)
2362 max = maxfree[i]; 2207 max = maxfree[i];
2363 } else { 2208 else
2209 {
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2210 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2365 2211
2366 if ((move_type & blocked) == move_type) { 2212 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2213 max = maxfree[i];
2368 } else if (mflags & P_IS_ALIVE) { 2214 else if (mflags & P_IS_ALIVE)
2215 {
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2216 for (tmp = GET_MAP_OB (mp, nx, ny); tmp; tmp = tmp->above)
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2217 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2218 break;
2372 break; 2219
2373 } 2220 if (tmp)
2374 }
2375 if(tmp) {
2376 return freedir[i]; 2221 return freedir[i];
2377 } 2222 }
2223 }
2378 } 2224 }
2379 } 2225
2380 }
2381 return 0; 2226 return 0;
2382} 2227}
2383 2228
2384/* 2229/*
2385 * distance(object 1, object 2) will return the square of the 2230 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2231 * distance between the two given objects.
2387 */ 2232 */
2388 2233
2234int
2389int distance(const object *ob1, const object *ob2) { 2235distance (const object *ob1, const object *ob2)
2236{
2390 int i; 2237 int i;
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2238
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2239 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2393 return i; 2240 return i;
2394} 2241}
2395 2242
2396/* 2243/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2244 * find_dir_2(delta-x,delta-y) will return a direction in which
2398 * an object which has subtracted the x and y coordinates of another 2245 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2246 * object, needs to travel toward it.
2400 */ 2247 */
2401 2248
2249int
2402int find_dir_2(int x, int y) { 2250find_dir_2 (int x, int y)
2251{
2403 int q; 2252 int q;
2404 2253
2405 if(y) 2254 if (y)
2406 q=x*100/y; 2255 q = x * 100 / y;
2407 else if (x) 2256 else if (x)
2408 q= -300*x; 2257 q = -300 * x;
2409 else 2258 else
2410 return 0; 2259 return 0;
2411 2260
2412 if(y>0) { 2261 if (y > 0)
2262 {
2413 if(q < -242) 2263 if (q < -242)
2414 return 3 ; 2264 return 3;
2415 if (q < -41) 2265 if (q < -41)
2416 return 2 ; 2266 return 2;
2417 if (q < 41) 2267 if (q < 41)
2418 return 1 ; 2268 return 1;
2419 if (q < 242) 2269 if (q < 242)
2420 return 8 ; 2270 return 8;
2421 return 7 ; 2271 return 7;
2422 } 2272 }
2423 2273
2424 if (q < -242) 2274 if (q < -242)
2425 return 7 ; 2275 return 7;
2426 if (q < -41) 2276 if (q < -41)
2427 return 6 ; 2277 return 6;
2428 if (q < 41) 2278 if (q < 41)
2429 return 5 ; 2279 return 5;
2430 if (q < 242) 2280 if (q < 242)
2431 return 4 ; 2281 return 4;
2432 2282
2433 return 3 ; 2283 return 3;
2434} 2284}
2435 2285
2436/* 2286/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2287 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2288 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2289 * "overflow" in previous calculations of a direction).
2440 */ 2290 */
2441 2291
2292int
2442int absdir(int d) { 2293absdir (int d)
2443 while(d<1) d+=8; 2294{
2444 while(d>8) d-=8; 2295 while (d < 1)
2296 d += 8;
2297 while (d > 8)
2298 d -= 8;
2445 return d; 2299 return d;
2446} 2300}
2447 2301
2448/* 2302/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2303 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2304 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2305 */
2452 2306
2307int
2453int dirdiff(int dir1, int dir2) { 2308dirdiff (int dir1, int dir2)
2309{
2454 int d; 2310 int
2311 d;
2312
2455 d = abs(dir1 - dir2); 2313 d = abs (dir1 - dir2);
2456 if(d>4) 2314 if (d > 4)
2457 d = 8 - d; 2315 d = 8 - d;
2458 return d; 2316 return d;
2459} 2317}
2460 2318
2461/* peterm: 2319/* peterm:
2466 * direction 4, 14, or 16 to get back to where we are. 2324 * direction 4, 14, or 16 to get back to where we are.
2467 * Moved from spell_util.c to object.c with the other related direction 2325 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2326 * functions.
2469 */ 2327 */
2470 2328
2329int
2471int reduction_dir[SIZEOFFREE][3] = { 2330 reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2331 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2332 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2333 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2334 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2335 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2336 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2337 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2338 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2339 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2340 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2341 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2342 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2343 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2344 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2345 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2346 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2347 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2348 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2349 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2350 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2351 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2352 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2353 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2354 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2355 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2356 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2357 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2358 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2359 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2360 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2361 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2362 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2363 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2364 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2365 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2366 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2367 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2368 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2369 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2370 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2371 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2372 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2373 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2374 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2375 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2376 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2377 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2378 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2379 {24, 9, -1}
2380}; /* 48 */
2521 2381
2522/* Recursive routine to step back and see if we can 2382/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2383 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2384 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2385 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2386 * Modified to be map tile aware -.MSW
2527 */ 2387 */
2528 2388int
2529
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2389can_see_monsterP (maptile *m, int x, int y, int dir)
2390{
2531 sint16 dx, dy; 2391 sint16 dx, dy;
2532 int mflags; 2392 int mflags;
2533 2393
2394 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2395 return 0; /* exit condition: invalid direction */
2535 2396
2536 dx = x + freearr_x[dir]; 2397 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2398 dy = y + freearr_y[dir];
2538 2399
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2400 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2401
2541 /* This functional arguably was incorrect before - it was 2402 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2403 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2404 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2405 * literal on if we can see it. To know if we can actually
2545 * move to the monster, we'd need the monster passed in or 2406 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2407 * at least its move type.
2547 */ 2408 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2409 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2410 return 0;
2549 2411
2550 /* yes, can see. */ 2412 /* yes, can see. */
2551 if(dir < 9) return 1; 2413 if (dir < 9)
2414 return 1;
2415
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2416 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2417 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2418 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2555} 2419}
2556 2420
2557
2558
2559/* 2421/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2422 * can_pick(picker, item): finds out if an object is possible to be
2561 * picked up by the picker. Returnes 1 if it can be 2423 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2424 * picked up, otherwise 0.
2563 * 2425 *
2565 * core dumps if they do. 2427 * core dumps if they do.
2566 * 2428 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2429 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2430 */
2569 2431
2432int
2570int can_pick(const object *who, const object *item) { 2433can_pick (const object *who, const object *item)
2434{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2435 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2436 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2437 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2574 (who->type==PLAYER||item->weight<who->weight/3));
2575} 2438}
2576
2577 2439
2578/* 2440/*
2579 * create clone from object to another 2441 * create clone from object to another
2580 */ 2442 */
2443object *
2581object *object_create_clone (object *asrc) { 2444object_create_clone (object *asrc)
2445{
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2446 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2447
2584 if(!asrc) return NULL; 2448 if (!asrc)
2449 return 0;
2450
2585 src = asrc; 2451 src = asrc;
2586 if(src->head) 2452 if (src->head)
2587 src = src->head; 2453 src = src->head;
2588 2454
2589 prev = NULL; 2455 prev = 0;
2590 for(part = src; part; part = part->more) { 2456 for (part = src; part; part = part->more)
2591 tmp = get_object(); 2457 {
2592 copy_object(part,tmp); 2458 tmp = part->clone ();
2593 tmp->x -= src->x; 2459 tmp->x -= src->x;
2594 tmp->y -= src->y; 2460 tmp->y -= src->y;
2461
2595 if(!part->head) { 2462 if (!part->head)
2463 {
2596 dst = tmp; 2464 dst = tmp;
2597 tmp->head = NULL;
2598 } else {
2599 tmp->head = dst; 2465 tmp->head = 0;
2600 } 2466 }
2467 else
2468 tmp->head = dst;
2469
2601 tmp->more = NULL; 2470 tmp->more = 0;
2471
2602 if(prev) 2472 if (prev)
2603 prev->more = tmp; 2473 prev->more = tmp;
2474
2604 prev = tmp; 2475 prev = tmp;
2605 } 2476 }
2606 /*** copy inventory ***/ 2477
2607 for(item = src->inv; item; item = item->below) { 2478 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2479 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2480
2611 return dst; 2481 return dst;
2612}
2613
2614/* return true if the object was destroyed, 0 otherwise */
2615int was_destroyed (const object *op, tag_t old_tag)
2616{
2617 /* checking for FLAG_FREED isn't necessary, but makes this function more
2618 * robust */
2619 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620} 2482}
2621 2483
2622/* GROS - Creates an object using a string representing its content. */ 2484/* GROS - Creates an object using a string representing its content. */
2623/* Basically, we save the content of the string to a temp file, then call */ 2485/* Basically, we save the content of the string to a temp file, then call */
2624/* load_object on it. I admit it is a highly inefficient way to make things, */ 2486/* load_object on it. I admit it is a highly inefficient way to make things, */
2625/* but it was simple to make and allows reusing the load_object function. */ 2487/* but it was simple to make and allows reusing the load_object function. */
2626/* Remember not to use load_object_str in a time-critical situation. */ 2488/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2489/* Also remember that multiparts objects are not supported for now. */
2628 2490
2491object *
2629object* load_object_str(const char *obstr) 2492load_object_str (const char *obstr)
2630{ 2493{
2631 object *op; 2494 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2495 char filename[MAX_BUF];
2496
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2497 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2498
2635 tempfile=fopen(filename,"w"); 2499 FILE *tempfile = fopen (filename, "w");
2500
2636 if (tempfile == NULL) 2501 if (tempfile == NULL)
2637 { 2502 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2503 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2504 return NULL;
2640 }; 2505 }
2506
2641 fprintf(tempfile,obstr); 2507 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2508 fclose (tempfile);
2643 2509
2644 op=get_object(); 2510 op = object::create ();
2645 2511
2646 tempfile=fopen(filename,"r"); 2512 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2513
2648 { 2514 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2515 load_object (thawer, op, 0);
2650 return NULL; 2516
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2517 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2518 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2519
2656 return op; 2520 return op;
2657} 2521}
2658 2522
2659/* This returns the first object in who's inventory that 2523/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2524 * has the same type and subtype match.
2661 * returns NULL if no match. 2525 * returns NULL if no match.
2662 */ 2526 */
2527object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2528find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2529{
2665 object *tmp; 2530 object *tmp;
2666 2531
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2532 for (tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2533 if (tmp->type == type && tmp->subtype == subtype)
2534 return tmp;
2669 2535
2670 return NULL; 2536 return NULL;
2671} 2537}
2672 2538
2673/* If ob has a field named key, return the link from the list, 2539/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2540 * otherwise return NULL.
2675 * 2541 *
2676 * key must be a passed in shared string - otherwise, this won't 2542 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2543 * do the desired thing.
2678 */ 2544 */
2545key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2546get_ob_key_link (const object *ob, const char *key)
2547{
2680 key_value * link; 2548 key_value *link;
2681 2549
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2550 for (link = ob->key_values; link != NULL; link = link->next)
2683 if (link->key == key) { 2551 if (link->key == key)
2684 return link; 2552 return link;
2685 } 2553
2686 }
2687
2688 return NULL; 2554 return NULL;
2689} 2555}
2690 2556
2691/* 2557/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2558 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2559 *
2694 * The argument doesn't need to be a shared string. 2560 * The argument doesn't need to be a shared string.
2695 * 2561 *
2696 * The returned string is shared. 2562 * The returned string is shared.
2697 */ 2563 */
2564const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2565get_ob_key_value (const object *op, const char *const key)
2566{
2699 key_value * link; 2567 key_value *link;
2700 const char * canonical_key; 2568 shstr_cmp canonical_key (key);
2569
2570 if (!canonical_key)
2701 2571 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2572 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2573 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2574 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2575 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2576 */
2710 return NULL; 2577 return 0;
2711 } 2578 }
2712 2579
2713 /* This is copied from get_ob_key_link() above - 2580 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2581 * only 4 lines, and saves the function call overhead.
2715 */ 2582 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2583 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2584 if (link->key == canonical_key)
2718 return link->value; 2585 return link->value;
2719 } 2586
2720 } 2587 return 0;
2721 return NULL;
2722} 2588}
2723 2589
2724 2590
2725/* 2591/*
2726 * Updates the canonical_key in op to value. 2592 * Updates the canonical_key in op to value.
2730 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2596 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2597 * keys.
2732 * 2598 *
2733 * Returns TRUE on success. 2599 * Returns TRUE on success.
2734 */ 2600 */
2601int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2602set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2603{
2604 key_value *
2736 key_value * field = NULL, *last=NULL; 2605 field = NULL, *last = NULL;
2737 2606
2738 for (field=op->key_values; field != NULL; field=field->next) { 2607 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2608 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2609 if (field->key != canonical_key)
2745 if (value) 2610 {
2746 field->value = add_string(value); 2611 last = field;
2747 else { 2612 continue;
2613 }
2614
2615 if (value)
2616 field->value = value;
2617 else
2618 {
2748 /* Basically, if the archetype has this key set, 2619 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2620 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2621 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2622 * we get this value back again.
2752 */ 2623 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2624 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2625 field->value = 0;
2755 else { 2626 else
2756 /* Delete this link */ 2627 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2628 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2629 last->next = field->next;
2759 if (last) last->next = field->next; 2630 else
2760 else op->key_values = field->next; 2631 op->key_values = field->next;
2761 free(field); 2632
2762 } 2633 delete field;
2763 } 2634 }
2635 }
2764 return TRUE; 2636 return TRUE;
2765 } 2637 }
2766 /* IF we get here, key doesn't exist */ 2638 /* IF we get here, key doesn't exist */
2767 2639
2768 /* No field, we'll have to add it. */ 2640 /* No field, we'll have to add it. */
2641
2642 if (!add_key)
2769 2643 {
2770 if (!add_key) {
2771 return FALSE; 2644 return FALSE;
2772 } 2645 }
2773 /* There isn't any good reason to store a null 2646 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2647 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2648 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2649 * be here. If user wants to store empty strings,
2777 * should pass in "" 2650 * should pass in ""
2778 */ 2651 */
2779 if (value == NULL) return TRUE; 2652 if (value == NULL)
2780
2781 field = (key_value *) malloc(sizeof(key_value));
2782
2783 field->key = add_refcount(canonical_key);
2784 field->value = add_string(value);
2785 /* Usual prepend-addition. */
2786 field->next = op->key_values;
2787 op->key_values = field;
2788
2789 return TRUE; 2653 return TRUE;
2654
2655 field = new key_value;
2656
2657 field->key = canonical_key;
2658 field->value = value;
2659 /* Usual prepend-addition. */
2660 field->next = op->key_values;
2661 op->key_values = field;
2662
2663 return TRUE;
2790} 2664}
2791 2665
2792/* 2666/*
2793 * Updates the key in op to value. 2667 * Updates the key in op to value.
2794 * 2668 *
2796 * and not add new ones. 2670 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2671 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2672 *
2799 * Returns TRUE on success. 2673 * Returns TRUE on success.
2800 */ 2674 */
2675int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2676set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2677{
2803 int floating_ref = FALSE; 2678 shstr key_ (key);
2804 int ret; 2679
2680 return set_ob_key_value_s (op, key_, value, add_key);
2681}
2682
2683object::depth_iterator::depth_iterator (object *container)
2684: iterator_base (container)
2685{
2686 while (item->inv)
2687 item = item->inv;
2688}
2689
2690void
2691object::depth_iterator::next ()
2692{
2693 if (item->below)
2805 2694 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2695 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2696
2808 */ 2697 while (item->inv)
2698 item = item->inv;
2809 2699 }
2810 canonical_key = find_string(key); 2700 else
2811 if (canonical_key == NULL) { 2701 item = item->env;
2812 canonical_key = add_string(key);
2813 floating_ref = TRUE;
2814 }
2815
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2817
2818 if (floating_ref) {
2819 free_string(canonical_key);
2820 }
2821
2822 return ret;
2823} 2702}
2703
2704// return a suitable string describing an objetc in enough detail to find it
2705const char *
2706object::debug_desc (char *info) const
2707{
2708 char info2[256 * 3];
2709 char *p = info;
2710
2711 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2712 count,
2713 &name,
2714 title ? " " : "",
2715 title ? (const char *)title : "");
2716
2717 if (env)
2718 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2719
2720 if (map)
2721 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2722
2723 return info;
2724}
2725
2726const char *
2727object::debug_desc () const
2728{
2729 static char info[256 * 3];
2730 return debug_desc (info);
2731}
2732

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