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Comparing deliantra/server/common/object.C (file contents):
Revision 1.8 by root, Tue Aug 29 08:01:35 2006 UTC vs.
Revision 1.108 by root, Sun Jan 7 02:39:13 2007 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.8 2006/08/29 08:01:35 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23*/
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const 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 41
53object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 47};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 50};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 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
53};
66int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
69 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
70 135
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
73 key_value * wants_field; 140 key_value *wants_field;
74 141
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
78 */ 145 */
79 146
80 /* For each field in wants, */ 147 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
82 key_value * has_field; 150 key_value *has_field;
83 151
84 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
86 156 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 157 /* No field with that name. */
89 return FALSE; 158 return FALSE;
90 }
91 159 }
160
92 /* Found the matching field. */ 161 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
94 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 165 return FALSE;
96 } 166 }
97 167
98 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 169 }
170
101 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 172 return TRUE;
103} 173}
104 174
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
107 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
109 */ 181 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 183}
112 184
113/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 186 * they can be merged together.
115 * 187 *
116 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
119 * 191 *
120 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
121 * 193 *
122 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
123 * check weight 195 * check weight
124 */ 196 */
125 197bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 198{
127
128 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
201 || ob1->type != ob2->type
202 || ob1->speed != ob2->speed
203 || ob1->value != ob2->value
204 || ob1->name != ob2->name)
205 return 0;
130 206
131 if (ob1->speed != ob2->speed) return 0; 207 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 209 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 210 * used to store nrof).
135 */ 211 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
213 return 0;
214
215 /* If the objects have been identified, set the BEEN_APPLIED flag.
216 * This is to the comparison of the flags below will be OK. We
217 * just can't ignore the been applied or identified flags, as they
218 * are not equal - just if it has been identified, the been_applied
219 * flags lose any meaning.
220 */
221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
223
224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
226
227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name
230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id
241 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0;
253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 261 return 0;
138 262
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 263 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 264 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 265 return 0;
145 266
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 268 * if it is valid.
158 */ 269 */
159 } 270 }
160 271
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 272 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 273 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 274 * some items equipped, and we don't want those to merge.
212 */ 275 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277 return 0;
278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
286 switch (ob1->type)
287 {
288 case SCROLL:
289 if (ob1->level != ob2->level)
290 return 0;
291 break;
292 }
293
294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
296 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 /* One has fields, but the other one doesn't. */
214 return 0; 299 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
230 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
231 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
232 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
233 return 1; 315 return 1;
234} 316}
235 317
236/* 318/*
237 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
240 */ 322 */
241signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
242 signed long sum; 326 long sum;
243 object *inv; 327 object *inv;
328
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
245 if (inv->inv) 331 if (inv->inv)
246 sum_weight(inv); 332 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 334 }
335
249 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
251 if(op->carrying != sum) 339 if (op->carrying != sum)
252 op->carrying = sum; 340 op->carrying = sum;
341
253 return sum; 342 return sum;
254} 343}
255 344
256/** 345/**
257 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
258 */ 347 */
259 348
349object *
260object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
261 while (op->env != NULL) 352 while (op->env != NULL)
262 op = op->env; 353 op = op->env;
263 return op; 354 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 355}
278 356
279/* 357/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 358 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 359 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 360 * The result of the dump is stored in the static global errmsg array.
283 */ 361 */
284 362
285void dump_object2(object *op) { 363char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 364dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 365{
340 char *cp; 366 if (!op)
367 return strdup ("[NULLOBJ]");
341 368
342 if(op==NULL) 369 object_freezer freezer;
343 { 370 save_object (freezer, op, 1);
344 strcpy(outstr,"[NULL pointer]"); 371 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 372}
382 373
383/* 374/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
387 */ 378 */
388 379
380object *
389object *get_nearest_part(object *op, const object *pl) { 381get_nearest_part (object *op, const object *pl)
382{
390 object *tmp,*closest; 383 object *tmp, *closest;
391 int last_dist,i; 384 int last_dist, i;
385
392 if(op->more==NULL) 386 if (op->more == NULL)
393 return op; 387 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 388 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 389 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 390 closest = tmp, last_dist = i;
397 return closest; 391 return closest;
398} 392}
399 393
400/* 394/*
401 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
402 */ 396 */
403 397object *
404object *find_object(tag_t i) { 398find_object (tag_t i)
405 object *op; 399{
406 for(op=objects;op!=NULL;op=op->next) 400 return ((unsigned int)i) < objects.size ()
407 if(op->count==i) 401 ? objects [i]
408 break; 402 : 0;
409 return op;
410} 403}
411 404
412/* 405/*
413 * Returns the first object which has a name equal to the argument. 406 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 407 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 408 * Enables features like "patch <name-of-other-player> food 999"
416 */ 409 */
417 410object *
418object *find_object_name(const char *str) { 411find_object_name (const char *str)
419 const char *name=add_string(str); 412{
413 shstr_cmp str_ (str);
420 object *op; 414 object *op;
421 for(op=objects;op!=NULL;op=op->next) 415
416 for_all_objects (op)
422 if(op->name==name) 417 if (op->name == str_)
423 break; 418 break;
424 free_string(name); 419
425 return op; 420 return op;
426} 421}
427 422
423void
428void free_all_object_data(void) { 424free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 425{
470 if (!op) return; 426 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 427}
478
479
480 428
481/* 429/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 430 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 431 * skill and experience objects.
484 */ 432 */
485void set_owner (object *op, object *owner) 433void
434object::set_owner (object *owner)
486{ 435{
487 if(owner==NULL||op==NULL) 436 if (!owner)
488 return; 437 return;
489 438
490 /* next line added to allow objects which own objects */ 439 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 440 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 441 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 442 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 443 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid. 444 * didn't match, this check is valid and I believe that cause is valid.
496 */ 445 */
497 while (owner->owner && owner!=owner->owner && 446 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 447 owner = owner->owner;
499 448
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 449 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 clear_object(op);
552} 450}
553 451
554/* Zero the key_values on op, decrementing the shared-string 452/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 453 * refcounts and freeing the links.
556 */ 454 */
455static void
557static void free_key_values(object * op) { 456free_key_values (object *op)
558 key_value * i; 457{
559 key_value * next = NULL; 458 for (key_value *i = op->key_values; i != 0;)
560 459 {
561 if (op->key_values == NULL) return; 460 key_value *next = i->next;
461 delete i;
462
463 i = next;
562 464 }
563 for (i = op->key_values; i != NULL; i = next) { 465
564 /* Store next *first*. */
565 next = i->next;
566
567 if (i->key) FREE_AND_CLEAR_STR(i->key);
568 if (i->value) FREE_AND_CLEAR_STR(i->value);
569 i->next = NULL;
570 free(i);
571 }
572
573 op->key_values = NULL; 466 op->key_values = 0;
574} 467}
575 468
576
577/* 469/*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582void clear_object(object *op) {
583 op->clear ();
584
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op);
605
606 /* the memset will clear all these values for us, but we need
607 * to reduce the refcount on them.
608 */
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
618
619
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED);
626
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */
642
643 op->expmul=1.0;
644 op->face = blank_face;
645 op->attacked_by_count = (tag_t) -1;
646 if (settings.casting_time)
647 op->casting_time = -1;
648
649}
650
651/*
652 * copy object first frees everything allocated by the second object, 470 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 471 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 472 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 473 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
656 * if the first object is freed, the pointers in the new object 474 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 475 * will point at garbage.
658 */ 476 */
477void
478object::copy_to (object *dst)
479{
480 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
481 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
659 482
660void copy_object(object *op2, object *op) { 483 *(object_copy *)dst = *this;
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
662 event *evt, *evt2, *evt_new;
663 484
664 op->clear (); 485 if (is_freed)
486 SET_FLAG (dst, FLAG_FREED);
665 487
666 /* Decrement the refcounts, but don't bother zeroing the fields; 488 if (is_removed)
667 they'll be overwritten by memcpy. */ 489 SET_FLAG (dst, FLAG_REMOVED);
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678 490
679 /* Basically, same code as from clear_object() */ 491 if (speed < 0)
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
695
696 if(is_freed) SET_FLAG(op,FLAG_FREED);
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698 if(op->name!=NULL) add_refcount(op->name);
699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708
709 if((op2->speed<0) && !editor)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 492 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
711 493
712 /* Copy over event information */
713 evt2 = NULL;
714 for (evt = op2->events; evt; evt=evt->next) {
715 evt_new = (event *) malloc(sizeof(event));
716 memcpy(evt_new, evt, sizeof(event));
717 if (evt_new->hook) add_refcount(evt_new->hook);
718 if (evt_new->plugin) add_refcount(evt_new->plugin);
719 if (evt_new->options) add_refcount(evt_new->options);
720 evt_new->next = NULL;
721
722 /* Try to be a little clever here, and store away the
723 * last event we copied, so that its simpler to update the
724 * pointer.
725 */
726 if (evt2)
727 evt2->next = evt_new;
728 else
729 op->events = evt_new;
730
731 evt2 = evt_new;
732 }
733 /* Copy over key_values, if any. */ 494 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 495 if (key_values)
496 {
735 key_value * tail = NULL; 497 key_value *tail = 0;
736 key_value * i; 498 key_value *i;
737 499
738 op->key_values = NULL; 500 dst->key_values = 0;
739 501
740 for (i = op2->key_values; i != NULL; i = i->next) { 502 for (i = key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 503 {
504 key_value *new_link = new key_value;
742 505
743 new_link->next = NULL; 506 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 507 new_link->key = i->key;
745 if (i->value)
746 new_link->value = add_refcount(i->value); 508 new_link->value = i->value;
747 else
748 new_link->value = NULL;
749 509
750 /* Try and be clever here, too. */ 510 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 511 if (!dst->key_values)
512 {
752 op->key_values = new_link; 513 dst->key_values = new_link;
753 tail = new_link; 514 tail = new_link;
754 } else {
755 tail->next = new_link;
756 tail = new_link;
757 } 515 }
516 else
517 {
518 tail->next = new_link;
519 tail = new_link;
758 } 520 }
759 } 521 }
760
761 update_ob_speed(op);
762}
763
764/*
765 * expand_objects() allocates more objects for the list of unused objects.
766 * It is called from get_object() if the unused list is empty.
767 */
768
769void expand_objects(void) {
770 int i;
771 object *obj;
772 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
773
774 if(obj==NULL)
775 fatal(OUT_OF_MEMORY);
776 free_objects=obj;
777 obj[0].prev=NULL;
778 obj[0].next= &obj[1],
779 SET_FLAG(&(obj[0]), FLAG_REMOVED);
780 SET_FLAG(&(obj[0]), FLAG_FREED);
781
782 for(i=1;i<OBJ_EXPAND-1;i++) {
783 obj[i].next= &obj[i+1],
784 obj[i].prev= &obj[i-1],
785 SET_FLAG(&(obj[i]), FLAG_REMOVED);
786 SET_FLAG(&(obj[i]), FLAG_FREED);
787 } 522 }
788 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789 obj[OBJ_EXPAND-1].next=NULL,
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792 523
793 nrofallocobjects += OBJ_EXPAND; 524 dst->set_speed (dst->speed);
794 nroffreeobjects += OBJ_EXPAND;
795} 525}
796 526
797/*
798 * get_object() grabs an object from the list of unused objects, makes
799 * sure it is initialised, and returns it.
800 * If there are no free objects, expand_objects() is called to get more.
801 */
802
803object *get_object(void) {
804 object *op; 527object *
805 528object::clone ()
806 if(free_objects==NULL) { 529{
807 expand_objects(); 530 object *neu = create ();
808 } 531 copy_to (neu);
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */
815 op = realloc(op, sizeof(object));
816 SET_FLAG(op, FLAG_REMOVED);
817 SET_FLAG(op, FLAG_FREED);
818#endif
819
820 if(!QUERY_FLAG(op,FLAG_FREED)) {
821 LOG(llevError,"Fatal: Getting busy object.\n");
822 }
823 free_objects=op->next;
824 if(free_objects!=NULL)
825 free_objects->prev=NULL;
826 op->count= ++ob_count;
827 op->name=NULL;
828 op->name_pl=NULL;
829 op->title=NULL;
830 op->race=NULL;
831 op->slaying=NULL;
832 op->skill = NULL;
833 op->lore=NULL;
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op; 532 return neu;
847} 533}
848 534
849/* 535/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 536 * If an object with the IS_TURNABLE() flag needs to be turned due
851 * to the closest player being on the other side, this function can 537 * to the closest player being on the other side, this function can
852 * be called to update the face variable, _and_ how it looks on the map. 538 * be called to update the face variable, _and_ how it looks on the map.
853 */ 539 */
854 540void
855void update_turn_face(object *op) { 541update_turn_face (object *op)
542{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 543 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
857 return; 544 return;
545
858 SET_ANIMATION(op, op->direction); 546 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
860} 548}
861 549
862/* 550/*
863 * Updates the speed of an object. If the speed changes from 0 to another 551 * Updates the speed of an object. If the speed changes from 0 to another
864 * value, or vice versa, then add/remove the object from the active list. 552 * value, or vice versa, then add/remove the object from the active list.
865 * This function needs to be called whenever the speed of an object changes. 553 * This function needs to be called whenever the speed of an object changes.
866 */ 554 */
867 555void
868void update_ob_speed(object *op) { 556object::set_speed (float speed)
869 extern int arch_init; 557{
870 558 if (flag [FLAG_FREED] && speed)
871 /* No reason putting the archetypes objects on the speed list, 559 {
872 * since they never really need to be updated.
873 */
874
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 560 LOG (llevError, "Object %s is freed but has speed.\n", &name);
877#ifdef MANY_CORES
878 abort();
879#else
880 op->speed = 0; 561 speed = 0;
881#endif
882 } 562 }
883 if (arch_init) {
884 return;
885 }
886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 /* If already on active list, don't do anything */
888 if (op->active_next || op->active_prev || op==active_objects)
889 return;
890 563
891 /* process_events() expects us to insert the object at the beginning 564 this->speed = speed;
892 * of the list. */ 565
893 op->active_next = active_objects; 566 if (has_active_speed ())
894 if (op->active_next!=NULL) 567 activate ();
895 op->active_next->active_prev = op;
896 active_objects = op;
897 }
898 else { 568 else
899 /* If not on the active list, nothing needs to be done */ 569 deactivate ();
900 if (!op->active_next && !op->active_prev && op!=active_objects)
901 return;
902
903 if (op->active_prev==NULL) {
904 active_objects = op->active_next;
905 if (op->active_next!=NULL)
906 op->active_next->active_prev = NULL;
907 }
908 else {
909 op->active_prev->active_next = op->active_next;
910 if (op->active_next)
911 op->active_next->active_prev = op->active_prev;
912 }
913 op->active_next = NULL;
914 op->active_prev = NULL;
915 }
916} 570}
917 571
918/* This function removes object 'op' from the list of active
919 * objects.
920 * This should only be used for style maps or other such
921 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object.
925 */
926void remove_from_active_list(object *op)
927{
928 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects)
930 return;
931
932 if (op->active_prev==NULL) {
933 active_objects = op->active_next;
934 if (op->active_next!=NULL)
935 op->active_next->active_prev = NULL;
936 }
937 else {
938 op->active_prev->active_next = op->active_next;
939 if (op->active_next)
940 op->active_next->active_prev = op->active_prev;
941 }
942 op->active_next = NULL;
943 op->active_prev = NULL;
944}
945
946/* 572/*
947 * update_object() updates the array which represents the map. 573 * update_object() updates the the map.
948 * It takes into account invisible objects (and represent squares covered 574 * It takes into account invisible objects (and represent squares covered
949 * by invisible objects by whatever is below them (unless it's another 575 * by invisible objects by whatever is below them (unless it's another
950 * invisible object, etc...) 576 * invisible object, etc...)
951 * If the object being updated is beneath a player, the look-window 577 * If the object being updated is beneath a player, the look-window
952 * of that player is updated (this might be a suboptimal way of 578 * of that player is updated (this might be a suboptimal way of
953 * updating that window, though, since update_object() is called _often_) 579 * updating that window, though, since update_object() is called _often_)
954 * 580 *
955 * action is a hint of what the caller believes need to be done. 581 * action is a hint of what the caller believes need to be done.
956 * For example, if the only thing that has changed is the face (due to
957 * an animation), we don't need to call update_position until that actually
958 * comes into view of a player. OTOH, many other things, like addition/removal
959 * of walls or living creatures may need us to update the flags now.
960 * current action are: 582 * current action are:
961 * UP_OBJ_INSERT: op was inserted 583 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed 584 * UP_OBJ_REMOVE: op was removed
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 585 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
964 * as that is easier than trying to look at what may have changed. 586 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 587 * UP_OBJ_FACE: only the objects face has changed.
966 */ 588 */
967 589void
968void update_object(object *op, int action) { 590update_object (object *op, int action)
969 int update_now=0, flags; 591{
970 MoveType move_on, move_off, move_block, move_slow; 592 MoveType move_on, move_off, move_block, move_slow;
971 593
972 if (op == NULL) { 594 if (op == NULL)
595 {
973 /* this should never happen */ 596 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 597 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 598 return;
976 }
977 599 }
978 if(op->env!=NULL) { 600
601 if (op->env)
602 {
979 /* Animation is currently handled by client, so nothing 603 /* Animation is currently handled by client, so nothing
980 * to do in this case. 604 * to do in this case.
981 */ 605 */
982 return; 606 return;
983 } 607 }
984 608
985 /* If the map is saving, don't do anything as everything is 609 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 610 * going to get freed anyways.
987 */ 611 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 612 if (!op->map || op->map->in_memory == MAP_SAVING)
989 613 return;
614
990 /* make sure the object is within map boundaries */ 615 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 616 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 617 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 618 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 619#ifdef MANY_CORES
995 abort(); 620 abort ();
996#endif 621#endif
997 return; 622 return;
998 }
999 623 }
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1006 624
625 mapspace &m = op->ms ();
626
627 if (!(m.flags_ & P_UPTODATE))
628 /* nop */;
1007 if (action == UP_OBJ_INSERT) { 629 else if (action == UP_OBJ_INSERT)
630 {
631 // this is likely overkill, TODO: revisit (schmorp)
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 632 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1009 update_now=1;
1010
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 633 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1012 update_now=1; 634 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1013 635 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
636 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 637 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1015 update_now=1; 638 || (m.move_on | op->move_on ) != m.move_on
1016
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1;
1019
1020 if ((move_on | op->move_on) != move_on) update_now=1;
1021 if ((move_off | op->move_off) != move_off) update_now=1; 639 || (m.move_off | op->move_off ) != m.move_off
640 || (m.move_slow | op->move_slow) != m.move_slow
1022 /* This isn't perfect, but I don't expect a lot of objects to 641 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 642 * to have move_allow right now.
1024 */ 643 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 644 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1026 update_now=1; 645 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 646 m.flags_ = 0;
1028 } 647 }
1029 /* if the object is being removed, we can't make intelligent 648 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 649 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 650 * that is being removed.
1032 */ 651 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 652 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 653 m.flags_ = 0;
1035 } else if (action == UP_OBJ_FACE) { 654 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 655 /* Nothing to do for that case */ ;
1037 }
1038 else { 656 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 657 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 658
1042 if (update_now) {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y);
1045 }
1046
1047 if(op->more!=NULL) 659 if (op->more)
1048 update_object(op->more, action); 660 update_object (op->more, action);
1049} 661}
1050 662
663object *object::first;
1051 664
1052/* 665object::object ()
1053 * free_object() frees everything allocated by an object, removes 666{
1054 * it from the list of used objects, and puts it on the list of 667 SET_FLAG (this, FLAG_REMOVED);
1055 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for
1057 * this function to succeed.
1058 *
1059 * If free_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground.
1061 */
1062 668
1063void free_object(object *ob) { 669 expmul = 1.0;
1064 free_object2(ob, 0); 670 face = blank_face;
1065} 671}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 672
1069 ob->clear (); 673object::~object ()
674{
675 free_key_values (this);
676}
1070 677
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 678void object::link ()
1072 LOG(llevDebug,"Free object called with non removed object\n"); 679{
1073 dump_object(ob); 680 uuid = gen_uuid ();
1074#ifdef MANY_CORES 681
1075 abort(); 682 objects.insert (this);
1076#endif 683}
1077 } 684
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 685void object::unlink ()
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 686{
1080 remove_friendly_object(ob); 687 objects.erase (this);
1081 } 688}
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 689
1083 dump_object(ob); 690void
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 691object::activate ()
692{
693 /* If already on active list, don't do anything */
694 if (active)
1085 return; 695 return;
696
697 if (has_active_speed ())
698 actives.insert (this);
699}
700
701void
702object::activate_recursive ()
703{
704 activate ();
705
706 for (object *op = inv; op; op = op->below)
707 op->activate_recursive ();
708}
709
710/* This function removes object 'op' from the list of active
711 * objects.
712 * This should only be used for style maps or other such
713 * reference maps where you don't want an object that isn't
714 * in play chewing up cpu time getting processed.
715 * The reverse of this is to call update_ob_speed, which
716 * will do the right thing based on the speed of the object.
717 */
718void
719object::deactivate ()
720{
721 /* If not on the active list, nothing needs to be done */
722 if (!active)
723 return;
724
725 actives.erase (this);
726}
727
728void
729object::deactivate_recursive ()
730{
731 for (object *op = inv; op; op = op->below)
732 op->deactivate_recursive ();
733
734 deactivate ();
735}
736
737void
738object::set_flag_inv (int flag, int value)
739{
740 for (object *op = inv; op; op = op->below)
1086 } 741 {
1087 if(ob->more!=NULL) { 742 op->flag [flag] = value;
1088 free_object2(ob->more, free_inventory); 743 op->set_flag_inv (flag, value);
1089 ob->more=NULL;
1090 } 744 }
1091 if (ob->inv) { 745}
746
747/*
748 * Remove and free all objects in the inventory of the given object.
749 * object.c ?
750 */
751void
752object::destroy_inv (bool drop_to_ground)
753{
754 // need to check first, because the checks below might segfault
755 // as we might be on an invalid mapspace and crossfire code
756 // is too buggy to ensure that the inventory is empty.
757 // corollary: if you create arrows etc. with stuff in tis inventory,
758 // cf will crash below with off-map x and y
759 if (!inv)
760 return;
761
1092 /* Only if the space blocks everything do we not process - 762 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 763 * if some form of movement is allowed, let objects
1094 * drop on that space. 764 * drop on that space.
1095 */ 765 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 766 if (!drop_to_ground
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 767 || !map
1098 { 768 || map->in_memory != MAP_IN_MEMORY
1099 op=ob->inv; 769 || ms ().move_block == MOVE_ALL)
1100 while(op!=NULL) {
1101 tmp=op->below;
1102 remove_ob(op);
1103 free_object2(op, free_inventory);
1104 op=tmp;
1105 }
1106 }
1107 else { /* Put objects in inventory onto this space */
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114 free_object(op);
1115 else {
1116 op->x=ob->x;
1117 op->y=ob->y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119 }
1120 op=tmp;
1121 }
1122 }
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127
1128 SET_FLAG(ob, FLAG_FREED);
1129 ob->count = 0;
1130
1131 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152
1153 770 {
1154 /* Why aren't events freed? */ 771 while (inv)
1155 free_key_values(ob); 772 {
773 inv->destroy_inv (drop_to_ground);
774 inv->destroy ();
775 }
776 }
777 else
778 { /* Put objects in inventory onto this space */
779 while (inv)
780 {
781 object *op = inv;
1156 782
1157#if 0 /* MEMORY_DEBUG*/ 783 if (op->flag [FLAG_STARTEQUIP]
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 784 || op->flag [FLAG_NO_DROP]
1159 * presumes the freed_object will stick around for at least a little 785 || op->type == RUNE
1160 * bit 786 || op->type == TRAP
1161 */ 787 || op->flag [FLAG_IS_A_TEMPLATE])
1162 /* this is necessary so that memory debugging programs will 788 op->destroy ();
1163 * be able to accurately report source of malloc. If we recycle 789 else
1164 * objects, then some other area may be doing the get_object 790 map->insert (op, x, y);
1165 * and not freeing it, but the original one that malloc'd the 791 }
1166 * object will get the blame. 792 }
1167 */
1168 free(ob);
1169#else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179} 793}
1180 794
1181/* 795object *object::create ()
1182 * count_free() returns the number of objects on the list of free objects. 796{
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects; 797 object *op = new object;
1188 while(tmp!=NULL) 798 op->link ();
1189 tmp=tmp->next, i++;
1190 return i; 799 return op;
1191} 800}
1192 801
1193/* 802void
1194 * count_used() returns the number of objects on the list of used objects. 803object::do_destroy ()
1195 */ 804{
805 if (flag [FLAG_IS_LINKED])
806 remove_button_link (this);
1196 807
1197int count_used(void) { 808 if (flag [FLAG_FRIENDLY])
1198 int i=0; 809 remove_friendly_object (this);
1199 object *tmp=objects; 810
1200 while(tmp!=NULL) 811 if (!flag [FLAG_REMOVED])
1201 tmp=tmp->next, i++; 812 remove ();
813
814 if (flag [FLAG_FREED])
1202 return i; 815 return;
1203}
1204 816
1205/* 817 set_speed (0);
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208 818
1209int count_active(void) { 819 flag [FLAG_FREED] = 1;
1210 int i=0; 820
1211 object *tmp=active_objects; 821 attachable::do_destroy ();
1212 while(tmp!=NULL) 822
1213 tmp=tmp->active_next, i++; 823 destroy_inv (true);
824 unlink ();
825
826 // hack to ensure that freed objects still have a valid map
827 {
828 static maptile *freed_map; // freed objects are moved here to avoid crashes
829
830 if (!freed_map)
831 {
832 freed_map = new maptile;
833
834 freed_map->name = "/internal/freed_objects_map";
835 freed_map->width = 3;
836 freed_map->height = 3;
837
838 freed_map->alloc ();
839 freed_map->in_memory = MAP_IN_MEMORY;
840 }
841
842 map = freed_map;
843 x = 1;
844 y = 1;
845 }
846
847 head = 0;
848
849 if (more)
850 {
851 more->destroy ();
852 more = 0;
853 }
854
855 // clear those pointers that likely might have circular references to us
856 owner = 0;
857 enemy = 0;
858 attacked_by = 0;
859}
860
861void
862object::destroy (bool destroy_inventory)
863{
864 if (destroyed ())
1214 return i; 865 return;
866
867 if (destroy_inventory)
868 destroy_inv (false);
869
870 attachable::destroy ();
1215} 871}
1216 872
1217/* 873/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 874 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 875 * weight of an object (and what is carried by it's environment(s)).
1220 */ 876 */
1221 877void
1222void sub_weight (object *op, signed long weight) { 878sub_weight (object *op, signed long weight)
879{
1223 while (op != NULL) { 880 while (op != NULL)
881 {
1224 if (op->type == CONTAINER) { 882 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 883 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 884
1227 op->carrying-=weight; 885 op->carrying -= weight;
1228 op = op->env; 886 op = op->env;
1229 } 887 }
1230} 888}
1231 889
1232/* remove_ob(op): 890/* op->remove ():
1233 * This function removes the object op from the linked list of objects 891 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the 892 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 893 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 894 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 895 * the previous environment.
1238 * Beware: This function is called from the editor as well! 896 * Beware: This function is called from the editor as well!
1239 */ 897 */
1240 898void
1241void remove_ob(object *op) { 899object::remove ()
900{
1242 object *tmp,*last=NULL; 901 object *tmp, *last = 0;
1243 object *otmp; 902 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 903
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 904 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 905 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 906
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED); 907 SET_FLAG (this, FLAG_REMOVED);
908 INVOKE_OBJECT (REMOVE, this);
1270 909
910 if (more)
911 more->remove ();
912
1271 /* 913 /*
1272 * In this case, the object to be removed is in someones 914 * In this case, the object to be removed is in someones
1273 * inventory. 915 * inventory.
1274 */ 916 */
1275 if(op->env!=NULL) { 917 if (env)
918 {
1276 if(op->nrof) 919 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 920 sub_weight (env, weight * nrof);
1278 else 921 else
1279 sub_weight(op->env, op->weight+op->carrying); 922 sub_weight (env, weight + carrying);
1280 923
1281 /* NO_FIX_PLAYER is set when a great many changes are being 924 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 925 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 926 * to save cpu time.
1284 */ 927 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 928 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 929 otmp->update_stats ();
1287 fix_player(otmp);
1288 930
1289 if(op->above!=NULL) 931 if (above)
1290 op->above->below=op->below; 932 above->below = below;
1291 else 933 else
1292 op->env->inv=op->below; 934 env->inv = below;
1293 935
1294 if(op->below!=NULL) 936 if (below)
1295 op->below->above=op->above; 937 below->above = above;
1296 938
1297 /* we set up values so that it could be inserted into 939 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 940 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 941 * to the caller to decide what we want to do.
942 */
943 x = env->x, y = env->y;
944 map = env->map;
945 above = 0, below = 0;
946 env = 0;
947 }
948 else if (map)
949 {
950 if (type == PLAYER)
951 {
952 --map->players;
953 map->touch ();
954 }
955
956 map->dirty = true;
957
958 /* link the object above us */
959 if (above)
960 above->below = below;
961 else
962 map->at (x, y).top = below; /* we were top, set new top */
963
964 /* Relink the object below us, if there is one */
965 if (below)
966 below->above = above;
967 else
968 {
969 /* Nothing below, which means we need to relink map object for this space
970 * use translated coordinates in case some oddness with map tiling is
971 * evident
1300 */ 972 */
1301 op->x=op->env->x,op->y=op->env->y; 973 if (GET_MAP_OB (map, x, y) != this)
1302 op->ox=op->x,op->oy=op->y; 974 {
1303 op->map=op->env->map; 975 char *dump = dump_object (this);
1304 op->above=NULL,op->below=NULL; 976 LOG (llevError,
1305 op->env=NULL; 977 "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);
978 free (dump);
979 dump = dump_object (GET_MAP_OB (map, x, y));
980 LOG (llevError, "%s\n", dump);
981 free (dump);
982 }
983
984 map->at (x, y).bot = above; /* goes on above it. */
985 }
986
987 above = 0;
988 below = 0;
989
990 if (map->in_memory == MAP_SAVING)
1306 return; 991 return;
1307 }
1308 992
1309 /* If we get here, we are removing it from a map */ 993 int check_walk_off = !flag [FLAG_NO_APPLY];
1310 if (op->map == NULL) return;
1311 994
1312 x = op->x; 995 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */
1333
1334 /* link the object above us */
1335 if (op->above)
1336 op->above->below=op->below;
1337 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1339
1340 /* Relink the object below us, if there is one */
1341 if(op->below) {
1342 op->below->above=op->above;
1343 } else {
1344 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is
1346 * evident
1347 */
1348 if(GET_MAP_OB(m,x,y)!=op) {
1349 dump_object(op);
1350 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 } 996 {
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358
1359 if (op->map->in_memory == MAP_SAVING)
1360 return;
1361
1362 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1365 /* No point updating the players look faces if he is the object 997 /* No point updating the players look faces if he is the object
1366 * being removed. 998 * being removed.
1367 */ 999 */
1368 1000
1369 if(tmp->type==PLAYER && tmp!=op) { 1001 if (tmp->type == PLAYER && tmp != this)
1002 {
1370 /* If a container that the player is currently using somehow gets 1003 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1004 * removed (most likely destroyed), update the player view
1372 * appropriately. 1005 * appropriately.
1373 */ 1006 */
1374 if (tmp->container==op) { 1007 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1008 {
1009 flag [FLAG_APPLIED] = 0;
1376 tmp->container=NULL; 1010 tmp->container = 0;
1011 }
1012
1013 if (tmp->contr->ns)
1014 tmp->contr->ns->floorbox_update ();
1377 } 1015 }
1378 tmp->contr->socket.update_look=1; 1016
1379 }
1380 /* See if player moving off should effect something */ 1017 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1018 if (check_walk_off
1019 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1020 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1383 1021 {
1384 move_apply(tmp, op, NULL); 1022 move_apply (tmp, this, 0);
1023
1385 if (was_destroyed (op, tag)) { 1024 if (destroyed ())
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1025 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 } 1026 }
1389 }
1390 1027
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1028 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1029 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1393 if(tmp->above == tmp) 1030 if (tmp->above == tmp)
1394 tmp->above = NULL; 1031 tmp->above = 0;
1032
1395 last=tmp; 1033 last = tmp;
1396 } 1034 }
1035
1397 /* last == NULL of there are no objects on this space */ 1036 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1037 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1038 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1039 map->at (x, y).flags_ = 0;
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else 1040 else
1408 update_object(last, UP_OBJ_REMOVE); 1041 update_object (last, UP_OBJ_REMOVE);
1409 1042
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1043 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1044 update_all_los (map, x, y);
1412 1045 }
1413} 1046}
1414 1047
1415/* 1048/*
1416 * merge_ob(op,top): 1049 * merge_ob(op,top):
1417 * 1050 *
1418 * This function goes through all objects below and including top, and 1051 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1052 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1053 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1054 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1055 */
1423 1056object *
1424object *merge_ob(object *op, object *top) { 1057merge_ob (object *op, object *top)
1058{
1425 if(!op->nrof) 1059 if (!op->nrof)
1426 return 0; 1060 return 0;
1427 if(top==NULL) 1061
1062 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1063 for (top = op; top && top->above; top = top->above)
1064 ;
1065
1429 for(;top!=NULL;top=top->below) { 1066 for (; top; top = top->below)
1067 {
1430 if(top==op) 1068 if (top == op)
1431 continue; 1069 continue;
1432 if (CAN_MERGE(op,top)) 1070
1433 { 1071 if (object::can_merge (op, top))
1072 {
1434 top->nrof+=op->nrof; 1073 top->nrof += op->nrof;
1074
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1075/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1076 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1077 op->destroy ();
1438 free_object(op);
1439 return top; 1078 return top;
1440 } 1079 }
1441 } 1080 }
1081
1442 return NULL; 1082 return 0;
1443} 1083}
1444 1084
1445/* 1085/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1086 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1087 * job preparing multi-part monsters
1448 */ 1088 */
1089object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1090insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1091{
1451 if (op->head) 1092 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1093 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1094 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1095 tmp->y = y + tmp->arch->clone.y;
1456 } 1096 }
1097
1457 return insert_ob_in_map (op, m, originator, flag); 1098 return insert_ob_in_map (op, m, originator, flag);
1458} 1099}
1459 1100
1460/* 1101/*
1461 * insert_ob_in_map (op, map, originator, flag): 1102 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1103 * This function inserts the object in the two-way linked list
1475 * Return value: 1116 * Return value:
1476 * new object if 'op' was merged with other object 1117 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1118 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1119 * just 'op' otherwise
1479 */ 1120 */
1480 1121object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1122insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1123{
1483 object *tmp, *top, *floor=NULL; 1124 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1125 sint16 x, y;
1485 1126
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1127 if (QUERY_FLAG (op, FLAG_FREED))
1128 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1129 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1130 return NULL;
1131 }
1132
1133 if (!m)
1489 } 1134 {
1490 if(m==NULL) {
1491 dump_object(op); 1135 char *dump = dump_object (op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1136 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1137 free (dump);
1493 return op; 1138 return op;
1494 } 1139 }
1140
1495 if(out_of_map(m,op->x,op->y)) { 1141 if (out_of_map (m, op->x, op->y))
1142 {
1496 dump_object(op); 1143 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1144 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1145#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1146 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting 1147 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1148 * improperly inserted.
1502 */ 1149 */
1503 abort(); 1150 abort ();
1504#endif 1151#endif
1152 free (dump);
1505 return op; 1153 return op;
1506 } 1154 }
1155
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1156 if (!QUERY_FLAG (op, FLAG_REMOVED))
1157 {
1508 dump_object(op); 1158 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1159 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1160 free (dump);
1510 return op; 1161 return op;
1162 }
1163
1164 if (op->more)
1511 } 1165 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1166 /* The part may be on a different map. */
1514 1167
1515 object *more = op->more; 1168 object *more = op->more;
1516 1169
1517 /* We really need the caller to normalize coordinates - if 1170 /* We really need the caller to normalise coordinates - if
1518 * we set the map, that doesn't work if the location is within 1171 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate 1172 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1173 * is clear wrong do we normalise it.
1521 */ 1174 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1175 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y); 1176 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1177 else if (!more->map)
1178 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1179 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1180 * more->map should always point to the parent.
1530 */ 1181 */
1531 more->map = m; 1182 more->map = m;
1532 } 1183 }
1533 1184
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1185 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1186 {
1535 if ( ! op->head) 1187 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1188 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1189
1537 return NULL; 1190 return 0;
1538 } 1191 }
1539 } 1192 }
1193
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1194 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1195
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot 1196 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now 1197 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1198 * need extra work
1549 */ 1199 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1200 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1201 x = op->x;
1552 y = op->y; 1202 y = op->y;
1553 1203
1554 /* this has to be done after we translate the coordinates. 1204 /* this has to be done after we translate the coordinates.
1555 */ 1205 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1206 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1207 for (tmp = GET_MAP_OB (op->map, x, y); tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1208 if (object::can_merge (op, tmp))
1209 {
1559 op->nrof+=tmp->nrof; 1210 op->nrof += tmp->nrof;
1560 remove_ob(tmp); 1211 tmp->destroy ();
1561 free_object(tmp); 1212 }
1213
1214 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1215 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1216
1217 if (!QUERY_FLAG (op, FLAG_ALIVE))
1218 CLEAR_FLAG (op, FLAG_NO_STEAL);
1219
1220 if (flag & INS_BELOW_ORIGINATOR)
1221 {
1222 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1223 {
1224 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1225 abort ();
1226 }
1227
1228 op->above = originator;
1229 op->below = originator->below;
1230
1231 if (op->below)
1232 op->below->above = op;
1233 else
1234 op->ms ().bot = op;
1235
1236 /* since *below* originator, no need to update top */
1237 originator->below = op;
1238 }
1239 else
1240 {
1241 /* If there are other objects, then */
1242 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1243 {
1244 object *last = 0;
1245
1246 /*
1247 * If there are multiple objects on this space, we do some trickier handling.
1248 * We've already dealt with merging if appropriate.
1249 * Generally, we want to put the new object on top. But if
1250 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1251 * floor, we want to insert above that and no further.
1252 * Also, if there are spell objects on this space, we stop processing
1253 * once we get to them. This reduces the need to traverse over all of
1254 * them when adding another one - this saves quite a bit of cpu time
1255 * when lots of spells are cast in one area. Currently, it is presumed
1256 * that flying non pickable objects are spell objects.
1257 */
1258 while (top)
1259 {
1260 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1261 floor = top;
1262
1263 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1264 {
1265 /* We insert above top, so we want this object below this */
1266 top = top->below;
1267 break;
1268 }
1269
1270 last = top;
1271 top = top->above;
1562 } 1272 }
1563 }
1564 1273
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1274 /* Don't want top to be NULL, so set it to the last valid object */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1275 top = last;
1567 if (!QUERY_FLAG(op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL);
1569 1276
1570 if (flag & INS_BELOW_ORIGINATOR) { 1277 /* We let update_position deal with figuring out what the space
1571 if (originator->map != op->map || originator->x != op->x || 1278 * looks like instead of lots of conditions here.
1572 originator->y != op->y) { 1279 * makes things faster, and effectively the same result.
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort();
1575 }
1576 op->above = originator;
1577 op->below = originator->below;
1578 if (op->below) op->below->above = op;
1579 else SET_MAP_OB(op->map, op->x, op->y, op);
1580 /* since *below* originator, no need to update top */
1581 originator->below = op;
1582 } else {
1583 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1585 object *last=NULL;
1586 /* 1280 */
1587 * If there are multiple objects on this space, we do some trickier handling. 1281
1588 * We've already dealt with merging if appropriate. 1282 /* Have object 'fall below' other objects that block view.
1589 * Generally, we want to put the new object on top. But if 1283 * Unless those objects are exits, type 66
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1284 * If INS_ON_TOP is used, don't do this processing
1591 * floor, we want to insert above that and no further. 1285 * Need to find the object that in fact blocks view, otherwise
1592 * Also, if there are spell objects on this space, we stop processing 1286 * stacking is a bit odd.
1593 * once we get to them. This reduces the need to traverse over all of 1287 */
1594 * them when adding another one - this saves quite a bit of cpu time 1288 if (!(flag & INS_ON_TOP) &&
1595 * when lots of spells are cast in one area. Currently, it is presumed 1289 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1596 * that flying non pickable objects are spell objects. 1290 {
1291 for (last = top; last != floor; last = last->below)
1292 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1293 break;
1294 /* Check to see if we found the object that blocks view,
1295 * and make sure we have a below pointer for it so that
1296 * we can get inserted below this one, which requires we
1297 * set top to the object below us.
1597 */ 1298 */
1598 1299 if (last && last->below && last != floor)
1599 while (top != NULL) {
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 {
1606 /* We insert above top, so we want this object below this */
1607 top=top->below;
1608 break;
1609 }
1610 last = top;
1611 top = top->above; 1300 top = last->below;
1612 } 1301 }
1613 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last;
1615
1616 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result.
1619 */
1620
1621 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd.
1626 */
1627 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1629 (op->face && !op->face->visibility)) {
1630 for (last=top; last != floor; last=last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1632 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we
1635 * set top to the object below us.
1636 */
1637 if (last && last->below && last != floor) top=last->below;
1638 }
1639 } /* If objects on this space */ 1302 } /* If objects on this space */
1303
1640 if (flag & INS_MAP_LOAD) 1304 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1305 top = GET_MAP_TOP (op->map, op->x, op->y);
1306
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1307 if (flag & INS_ABOVE_FLOOR_ONLY)
1308 top = floor;
1643 1309
1644 /* Top is the object that our object (op) is going to get inserted above. 1310 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1311 */
1646 1312
1647 /* First object on this space */ 1313 /* First object on this space */
1648 if (!top) { 1314 if (!top)
1315 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1316 op->above = GET_MAP_OB (op->map, op->x, op->y);
1317
1318 if (op->above)
1650 if (op->above) op->above->below = op; 1319 op->above->below = op;
1320
1651 op->below = NULL; 1321 op->below = 0;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1322 op->ms ().bot = op;
1323 }
1324 else
1653 } else { /* get inserted into the stack above top */ 1325 { /* get inserted into the stack above top */
1654 op->above = top->above; 1326 op->above = top->above;
1327
1328 if (op->above)
1655 if (op->above) op->above->below = op; 1329 op->above->below = op;
1330
1656 op->below = top; 1331 op->below = top;
1657 top->above = op; 1332 top->above = op;
1658 } 1333 }
1334
1659 if (op->above==NULL) 1335 if (!op->above)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1336 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1337 } /* else not INS_BELOW_ORIGINATOR */
1662 1338
1663 if(op->type==PLAYER) 1339 if (op->type == PLAYER)
1340 {
1664 op->contr->do_los=1; 1341 op->contr->do_los = 1;
1342 ++op->map->players;
1343 op->map->touch ();
1344 }
1665 1345
1346 op->map->dirty = true;
1347
1666 /* If we have a floor, we know the player, if any, will be above 1348 /* If we have a floor, we know the player, if any, will be above
1667 * it, so save a few ticks and start from there. 1349 * it, so save a few ticks and start from there.
1668 */ 1350 */
1669 if (!(flag & INS_MAP_LOAD)) 1351 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1352 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1353 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1354 pl->contr->ns->floorbox_update ();
1673 }
1674 1355
1675 /* If this object glows, it may affect lighting conditions that are 1356 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1357 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players 1358 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well 1359 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1360 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1361 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1362 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1363 * of effect may be sufficient.
1683 */ 1364 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1365 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1366 update_all_los (op->map, op->x, op->y);
1686 1367
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1368 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1369 update_object (op, UP_OBJ_INSERT);
1690 1370
1371 INVOKE_OBJECT (INSERT, op);
1691 1372
1692 /* Don't know if moving this to the end will break anything. However, 1373 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this. 1374 * we want to have floorbox_update called before calling this.
1694 * 1375 *
1695 * check_move_on() must be after this because code called from 1376 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1377 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1378 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1379 * update_object().
1699 */ 1380 */
1700 1381
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1382 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1383 if (!(flag & INS_NO_WALK_ON) && !op->head)
1384 {
1704 if (check_move_on(op, originator)) 1385 if (check_move_on (op, originator))
1705 return NULL; 1386 return 0;
1706 1387
1707 /* If we are a multi part object, lets work our way through the check 1388 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1389 * walk on's.
1709 */ 1390 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1391 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1392 if (check_move_on (tmp, originator))
1712 return NULL; 1393 return 0;
1713 } 1394 }
1395
1714 return op; 1396 return op;
1715} 1397}
1716 1398
1717/* this function inserts an object in the map, but if it 1399/* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first. 1400 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map. 1401 * op is the object to insert it under: supplies x and the map.
1720 */ 1402 */
1403void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1404replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1405{
1723 object *tmp1; 1406 object *tmp, *tmp1;
1724 1407
1725 /* first search for itself and remove any old instances */ 1408 /* first search for itself and remove any old instances */
1726 1409
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1410 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1411 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1412 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1413
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1414 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1415
1736 1416 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1417 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1418 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1419}
1420
1421object *
1422object::insert_at (object *where, object *originator, int flags)
1423{
1424 where->map->insert (this, where->x, where->y, originator, flags);
1425}
1740 1426
1741/* 1427/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1428 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743 * is returned contains nr objects, and the remaining parts contains 1429 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1430 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1431 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1432 * global static errmsg array.
1747 */ 1433 */
1748 1434object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1435get_split_ob (object *orig_ob, uint32 nr)
1436{
1750 object *newob; 1437 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1438 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1439
1753 if(orig_ob->nrof<nr) { 1440 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.", 1441 {
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1442 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1756 return NULL; 1443 return NULL;
1757 } 1444 }
1445
1758 newob = object_create_clone(orig_ob); 1446 newob = object_create_clone (orig_ob);
1447
1759 if((orig_ob->nrof-=nr)<1) { 1448 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1449 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1450 else if (!is_removed)
1451 {
1765 if(orig_ob->env!=NULL) 1452 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1453 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1454 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1455 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1456 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n"); 1457 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1458 return NULL;
1772 } 1459 }
1773 } 1460 }
1461
1774 newob->nrof=nr; 1462 newob->nrof = nr;
1775 1463
1776 return newob; 1464 return newob;
1777} 1465}
1778 1466
1779/* 1467/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1468 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1469 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1470 * is subsequently removed and freed.
1783 * 1471 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1472 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1473 */
1786 1474
1475object *
1787object *decrease_ob_nr (object *op, uint32 i) 1476decrease_ob_nr (object *op, uint32 i)
1788{ 1477{
1789 object *tmp; 1478 object *tmp;
1790 player *pl;
1791 1479
1792 if (i == 0) /* objects with op->nrof require this check */ 1480 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1481 return op;
1794 1482
1795 if (i > op->nrof) 1483 if (i > op->nrof)
1796 i = op->nrof; 1484 i = op->nrof;
1797 1485
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1486 if (QUERY_FLAG (op, FLAG_REMOVED))
1487 op->nrof -= i;
1488 else if (op->env)
1489 {
1490 /* is this object in the players inventory, or sub container
1491 * therein?
1492 */
1493 tmp = op->in_player ();
1494 /* nope. Is this a container the player has opened?
1495 * If so, set tmp to that player.
1496 * IMO, searching through all the players will mostly
1497 * likely be quicker than following op->env to the map,
1498 * and then searching the map for a player.
1499 */
1500 if (!tmp)
1501 for_all_players (pl)
1502 if (pl->ob->container == op->env)
1503 {
1504 tmp = pl->ob;
1505 break;
1506 }
1507
1508 if (i < op->nrof)
1509 {
1510 sub_weight (op->env, op->weight * i);
1511 op->nrof -= i;
1512 if (tmp)
1513 esrv_send_item (tmp, op);
1514 }
1515 else
1516 {
1517 op->remove ();
1518 op->nrof = 0;
1519 if (tmp)
1520 esrv_del_item (tmp->contr, op->count);
1521 }
1799 { 1522 }
1523 else
1524 {
1525 object *above = op->above;
1526
1527 if (i < op->nrof)
1800 op->nrof -= i; 1528 op->nrof -= i;
1801 } 1529 else
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 } 1530 {
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else {
1828 remove_ob (op); 1531 op->remove ();
1829 op->nrof = 0; 1532 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1533 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1534
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */ 1535 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1536 for (tmp = above; tmp; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1537 if (tmp->type == PLAYER)
1538 {
1848 if (op->nrof) 1539 if (op->nrof)
1849 esrv_send_item(tmp, op); 1540 esrv_send_item (tmp, op);
1850 else 1541 else
1851 esrv_del_item(tmp->contr, op->count); 1542 esrv_del_item (tmp->contr, op->count);
1852 } 1543 }
1853 } 1544 }
1854 1545
1855 if (op->nrof) { 1546 if (op->nrof)
1856 return op; 1547 return op;
1857 } else { 1548 else
1858 free_object (op); 1549 {
1550 op->destroy ();
1859 return NULL; 1551 return 0;
1860 } 1552 }
1861} 1553}
1862 1554
1863/* 1555/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1556 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1557 * and also updates how much the environment(s) is/are carrying.
1866 */ 1558 */
1867 1559
1560void
1868void add_weight (object *op, signed long weight) { 1561add_weight (object *op, signed long weight)
1562{
1869 while (op!=NULL) { 1563 while (op != NULL)
1564 {
1870 if (op->type == CONTAINER) { 1565 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1566 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1567
1873 op->carrying+=weight; 1568 op->carrying += weight;
1874 op=op->env; 1569 op = op->env;
1875 } 1570 }
1876} 1571}
1877 1572
1573object *
1574insert_ob_in_ob (object *op, object *where)
1575{
1576 if (!where)
1577 {
1578 char *dump = dump_object (op);
1579 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1580 free (dump);
1581 return op;
1582 }
1583
1584 if (where->head)
1585 {
1586 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1587 where = where->head;
1588 }
1589
1590 return where->insert (op);
1591}
1592
1878/* 1593/*
1879 * insert_ob_in_ob(op,environment): 1594 * env->insert (op)
1880 * This function inserts the object op in the linked list 1595 * This function inserts the object op in the linked list
1881 * inside the object environment. 1596 * inside the object environment.
1882 * 1597 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1598 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1599 * be != op, if items are merged. -Tero
1890 */ 1600 */
1891 1601
1892object *insert_ob_in_ob(object *op,object *where) { 1602object *
1603object::insert (object *op)
1604{
1893 object *tmp, *otmp; 1605 object *tmp, *otmp;
1894 1606
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1607 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1608 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1609
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1610 if (op->more)
1611 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1612 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1613 return op;
1914 } 1614 }
1615
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1616 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1617 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1618 if (op->nrof)
1619 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1620 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1621 if (object::can_merge (tmp, op))
1622 {
1920 /* return the original object and remove inserted object 1623 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1624 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1625 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1626 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1627 * tmp->nrof, we need to increase the weight.
1925 */ 1628 */
1926 add_weight (where, op->weight*op->nrof); 1629 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1630 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1631 op->destroy (); /* free the inserted object */
1929 op = tmp; 1632 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1633 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1634 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1635 break;
1933 } 1636 }
1934 1637
1935 /* I assume combined objects have no inventory 1638 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1639 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1640 * (if it was possible to merge). calling remove_ob will subtract
1938 * the weight, so we need to add it in again, since we actually do 1641 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1642 * the linking below
1940 */ 1643 */
1941 add_weight (where, op->weight*op->nrof); 1644 add_weight (this, op->weight * op->nrof);
1645 }
1942 } else 1646 else
1943 add_weight (where, (op->weight+op->carrying)); 1647 add_weight (this, (op->weight + op->carrying));
1944 1648
1945 otmp=is_player_inv(where); 1649 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1650 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1651 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1652 otmp->update_stats ();
1949 }
1950 1653
1951 op->map=NULL; 1654 op->map = 0;
1952 op->env=where; 1655 op->env = this;
1953 op->above=NULL; 1656 op->above = 0;
1954 op->below=NULL; 1657 op->below = 0;
1955 op->x=0,op->y=0; 1658 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1659
1958 /* reset the light list and los of the players on the map */ 1660 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1661 if ((op->glow_radius != 0) && map)
1960 { 1662 {
1961#ifdef DEBUG_LIGHTS 1663#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1664 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1665#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1666 if (map->darkness)
1667 update_all_los (map, x, y);
1966 } 1668 }
1967 1669
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1670 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1671 * It sure simplifies this function...
1970 */ 1672 */
1971 if (where->inv==NULL) 1673 if (!inv)
1972 where->inv=op; 1674 inv = op;
1973 else { 1675 else
1676 {
1974 op->below = where->inv; 1677 op->below = inv;
1975 op->below->above = op; 1678 op->below->above = op;
1976 where->inv = op; 1679 inv = op;
1977 } 1680 }
1681
1682 INVOKE_OBJECT (INSERT, this);
1683
1978 return op; 1684 return op;
1979} 1685}
1980 1686
1981/* 1687/*
1982 * Checks if any objects has a move_type that matches objects 1688 * Checks if any objects has a move_type that matches objects
1996 * 1702 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1703 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects 1704 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1705 * on top.
2000 */ 1706 */
2001 1707int
2002int check_move_on (object *op, object *originator) 1708check_move_on (object *op, object *originator)
2003{ 1709{
2004 object *tmp; 1710 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1711 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1712 int x = op->x, y = op->y;
1713
2008 MoveType move_on, move_slow, move_block; 1714 MoveType move_on, move_slow, move_block;
2009 1715
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1716 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0; 1717 return 0;
2012 1718
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1719 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1720 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1721 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2018 1722
2019 /* if nothing on this space will slow op down or be applied, 1723 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type 1724 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that 1725 * is set, as lots of objects don't have it set - we treat that
2022 * as walking. 1726 * as walking.
2023 */ 1727 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1728 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0; 1729 return 0;
2026 1730
2027 /* This is basically inverse logic of that below - basically, 1731 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so, 1732 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is 1733 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct. 1734 * blocked. Logic on this seems confusing, but does seem correct.
2031 */ 1735 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 && 1736 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1737 return 0;
2034 1738
2035 /* The objects have to be checked from top to bottom. 1739 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top: 1740 * Hence, we first go to the top:
2037 */ 1741 */
2038 1742
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1743 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2040 tmp->above!=NULL; tmp=tmp->above) { 1744 {
2041 /* Trim the search when we find the first other spell effect 1745 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects, 1746 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them. 1747 * we don't need to check all of them.
2044 */ 1748 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1749 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1750 break;
1751 }
1752
1753 for (; tmp; tmp = tmp->below)
2046 } 1754 {
2047 for(;tmp!=NULL; tmp=tmp->below) { 1755 if (tmp == op)
2048 if (tmp == op) continue; /* Can't apply yourself */ 1756 continue; /* Can't apply yourself */
2049 1757
2050 /* Check to see if one of the movement types should be slowed down. 1758 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed 1759 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the 1760 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually 1761 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty. 1762 * swim on that space, can't use it to avoid the penalty.
2055 */ 1763 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1764 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1765 {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1766 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1767 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1768 {
2060 1769
2061 float diff; 1770 float
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed); 1771 diff = tmp->move_slow_penalty * FABS (op->speed);
1772
2064 if (op->type == PLAYER) { 1773 if (op->type == PLAYER)
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1774 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1775 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2067 diff /= 4.0; 1776 diff /= 4.0;
2068 } 1777
2069 }
2070 op->speed_left -= diff; 1778 op->speed_left -= diff;
2071 } 1779 }
2072 } 1780 }
2073 1781
2074 /* Basically same logic as above, except now for actual apply. */ 1782 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1783 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1784 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2078 1785 {
2079 move_apply(tmp, op, originator); 1786 move_apply (tmp, op, originator);
1787
2080 if (was_destroyed (op, tag)) 1788 if (op->destroyed ())
2081 return 1; 1789 return 1;
2082 1790
2083 /* what the person/creature stepped onto has moved the object 1791 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did, 1792 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result. 1793 * have a feeling strange problems would result.
2086 */ 1794 */
2087 if (op->map != m || op->x != x || op->y != y) return 0; 1795 if (op->map != m || op->x != x || op->y != y)
1796 return 0;
2088 } 1797 }
2089 } 1798 }
1799
2090 return 0; 1800 return 0;
2091} 1801}
2092 1802
2093/* 1803/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1804 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1805 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1806 * The first matching object is returned, or NULL if none.
2097 */ 1807 */
2098 1808object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1809present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1810{
2101 if(m==NULL || out_of_map(m,x,y)) { 1811 if (!m || out_of_map (m, x, y))
1812 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1813 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1814 return NULL;
2104 } 1815 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1816
1817 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2106 if(tmp->arch == at) 1818 if (tmp->arch == at)
2107 return tmp; 1819 return tmp;
1820
2108 return NULL; 1821 return NULL;
2109} 1822}
2110 1823
2111/* 1824/*
2112 * present(type, map, x, y) searches for any objects with 1825 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1826 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1827 * The first matching object is returned, or NULL if none.
2115 */ 1828 */
2116 1829object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1830present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1831{
2119 if(out_of_map(m,x,y)) { 1832 if (out_of_map (m, x, y))
1833 {
2120 LOG(llevError,"Present called outside map.\n"); 1834 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1835 return NULL;
2122 } 1836 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1837
1838 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1839 if (tmp->type == type)
2125 return tmp; 1840 return tmp;
1841
2126 return NULL; 1842 return NULL;
2127} 1843}
2128 1844
2129/* 1845/*
2130 * present_in_ob(type, object) searches for any objects with 1846 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1847 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1848 * The first matching object is returned, or NULL if none.
2133 */ 1849 */
2134 1850object *
2135object *present_in_ob(unsigned char type, const object *op) { 1851present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1852{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1853 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1854 if (tmp->type == type)
2139 return tmp; 1855 return tmp;
1856
2140 return NULL; 1857 return NULL;
2141} 1858}
2142 1859
2143/* 1860/*
2144 * present_in_ob (type, str, object) searches for any objects with 1861 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1869 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1870 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1871 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1872 * to be unique.
2156 */ 1873 */
2157 1874object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1875present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1876{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1877 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1878 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1879 return tmp;
2164 } 1880
2165 return NULL; 1881 return 0;
2166} 1882}
2167 1883
2168/* 1884/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1885 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1886 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1887 * The first matching object is returned, or NULL if none.
2172 */ 1888 */
2173 1889object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1890present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1891{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1892 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1893 if (tmp->arch == at)
2178 return tmp; 1894 return tmp;
1895
2179 return NULL; 1896 return NULL;
2180} 1897}
2181 1898
2182/* 1899/*
2183 * activate recursively a flag on an object inventory 1900 * activate recursively a flag on an object inventory
2184 */ 1901 */
1902void
2185void flag_inv(object*op, int flag){ 1903flag_inv (object *op, int flag)
2186 object *tmp; 1904{
2187 if(op->inv) 1905 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1906 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1907 {
2189 SET_FLAG(tmp, flag); 1908 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1909 flag_inv (tmp, flag);
2191 } 1910 }
1911}
1912
2192}/* 1913/*
2193 * desactivate recursively a flag on an object inventory 1914 * deactivate recursively a flag on an object inventory
2194 */ 1915 */
1916void
2195void unflag_inv(object*op, int flag){ 1917unflag_inv (object *op, int flag)
2196 object *tmp; 1918{
2197 if(op->inv) 1919 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1921 {
2199 CLEAR_FLAG(tmp, flag); 1922 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1923 unflag_inv (tmp, flag);
2201 } 1924 }
2202} 1925}
2203 1926
2204/* 1927/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1928 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1929 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1930 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function. 1931 * him/her-self and all object carried by a call to this function.
2209 */ 1932 */
2210 1933void
2211void set_cheat(object *op) { 1934set_cheat (object *op)
1935{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1936 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1937 flag_inv (op, FLAG_WAS_WIZ);
2214} 1938}
2215 1939
2216/* 1940/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1941 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain 1942 * a spot at the given map and coordinates which will be able to contain
2232 * because arch_blocked (now ob_blocked) needs to know the movement type 1956 * because arch_blocked (now ob_blocked) needs to know the movement type
2233 * to know if the space in question will block the object. We can't use 1957 * to know if the space in question will block the object. We can't use
2234 * the archetype because that isn't correct if the monster has been 1958 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1959 * customized, changed states, etc.
2236 */ 1960 */
2237 1961int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1962find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1963{
2239 int i,index=0, flag; 1964 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 1965 int altern[SIZEOFFREE];
2241 1966
2242 for(i=start;i<stop;i++) { 1967 for (int i = start; i < stop; i++)
1968 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1969 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 1970 if (!flag)
2245 altern[index++]=i; 1971 altern [index++] = i;
2246 1972
2247 /* Basically, if we find a wall on a space, we cut down the search size. 1973 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 1974 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 1975 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 1976 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 1977 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 1978 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 1979 * won't look 2 spaces south of the target space.
2254 */ 1980 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1981 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 1982 stop = maxfree[i];
2257 } 1983 }
2258 if(!index) return -1; 1984
1985 if (!index)
1986 return -1;
1987
2259 return altern[RANDOM()%index]; 1988 return altern[RANDOM () % index];
2260} 1989}
2261 1990
2262/* 1991/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 1992 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 1993 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 1994 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1995 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 1996 */
2268 1997int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 1998find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 1999{
2271 for(i=0;i<SIZEOFFREE;i++) { 2000 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2001 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2002 return i;
2274 } 2003
2275 return -1; 2004 return -1;
2276} 2005}
2277 2006
2278/* 2007/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2008 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2009 * arr[begin..end-1].
2010 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2011 */
2012static void
2282static void permute(int *arr, int begin, int end) 2013permute (int *arr, int begin, int end)
2283{ 2014{
2284 int i, j, tmp, len; 2015 arr += begin;
2016 end -= begin;
2285 2017
2286 len = end-begin; 2018 while (--end)
2287 for(i = begin; i < end; i++) 2019 swap (arr [end], arr [RANDOM () % (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2020}
2296 2021
2297/* new function to make monster searching more efficient, and effective! 2022/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2023 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2024 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed 2025 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within 2026 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order. 2027 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2028 */
2029void
2304void get_search_arr(int *search_arr) 2030get_search_arr (int *search_arr)
2305{ 2031{
2306 int i; 2032 int i;
2307 2033
2308 for(i = 0; i < SIZEOFFREE; i++) 2034 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2035 search_arr[i] = i;
2311 }
2312 2036
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2037 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2038 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2039 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2040}
2317 2041
2318/* 2042/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2043 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2044 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2049 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info 2050 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move 2051 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2052 * there is capable of.
2329 */ 2053 */
2330 2054int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2055find_dir (maptile *m, int x, int y, object *exclude)
2056{
2332 int i,max=SIZEOFFREE, mflags; 2057 int i, max = SIZEOFFREE, mflags;
2058
2333 sint16 nx, ny; 2059 sint16 nx, ny;
2334 object *tmp; 2060 object *tmp;
2335 mapstruct *mp; 2061 maptile *mp;
2062
2336 MoveType blocked, move_type; 2063 MoveType blocked, move_type;
2337 2064
2338 if (exclude && exclude->head) { 2065 if (exclude && exclude->head)
2066 {
2339 exclude = exclude->head; 2067 exclude = exclude->head;
2340 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2341 } else { 2069 }
2070 else
2071 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2073 move_type = MOVE_ALL;
2074 }
2075
2076 for (i = 1; i < max; i++)
2344 } 2077 {
2345
2346 for(i=1;i<max;i++) {
2347 mp = m; 2078 mp = m;
2348 nx = x + freearr_x[i]; 2079 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2080 ny = y + freearr_y[i];
2350 2081
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2082 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2083
2352 if (mflags & P_OUT_OF_MAP) { 2084 if (mflags & P_OUT_OF_MAP)
2085 max = maxfree[i];
2086 else
2087 {
2088 mapspace &ms = mp->at (nx, ny);
2089
2090 blocked = ms.move_block;
2091
2092 if ((move_type & blocked) == move_type)
2353 max = maxfree[i]; 2093 max = maxfree[i];
2354 } else {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2356
2357 if ((move_type & blocked) == move_type) {
2358 max=maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2094 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2095 {
2096 for (tmp = ms.bot; tmp; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2097 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2098 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2099 break;
2364 } 2100
2365 }
2366 if(tmp) { 2101 if (tmp)
2367 return freedir[i]; 2102 return freedir[i];
2368 }
2369 } 2103 }
2370 } 2104 }
2371 } 2105 }
2106
2372 return 0; 2107 return 0;
2373} 2108}
2374 2109
2375/* 2110/*
2376 * distance(object 1, object 2) will return the square of the 2111 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2112 * distance between the two given objects.
2378 */ 2113 */
2379 2114int
2380int distance(const object *ob1, const object *ob2) { 2115distance (const object *ob1, const object *ob2)
2381 int i; 2116{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2117 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2118}
2386 2119
2387/* 2120/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2121 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another 2122 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2123 * object, needs to travel toward it.
2391 */ 2124 */
2392 2125int
2393int find_dir_2(int x, int y) { 2126find_dir_2 (int x, int y)
2127{
2394 int q; 2128 int q;
2395 2129
2396 if(y) 2130 if (y)
2397 q=x*100/y; 2131 q = x * 100 / y;
2398 else if (x) 2132 else if (x)
2399 q= -300*x; 2133 q = -300 * x;
2400 else 2134 else
2401 return 0; 2135 return 0;
2402 2136
2403 if(y>0) { 2137 if (y > 0)
2138 {
2404 if(q < -242) 2139 if (q < -242)
2405 return 3 ; 2140 return 3;
2406 if (q < -41) 2141 if (q < -41)
2407 return 2 ; 2142 return 2;
2408 if (q < 41) 2143 if (q < 41)
2409 return 1 ; 2144 return 1;
2410 if (q < 242) 2145 if (q < 242)
2411 return 8 ; 2146 return 8;
2412 return 7 ; 2147 return 7;
2413 } 2148 }
2414 2149
2415 if (q < -242) 2150 if (q < -242)
2416 return 7 ; 2151 return 7;
2417 if (q < -41) 2152 if (q < -41)
2418 return 6 ; 2153 return 6;
2419 if (q < 41) 2154 if (q < 41)
2420 return 5 ; 2155 return 5;
2421 if (q < 242) 2156 if (q < 242)
2422 return 4 ; 2157 return 4;
2423 2158
2424 return 3 ; 2159 return 3;
2425} 2160}
2426 2161
2427/* 2162/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2163 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2164 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2165 * "overflow" in previous calculations of a direction).
2431 */ 2166 */
2432 2167
2168int
2433int absdir(int d) { 2169absdir (int d)
2434 while(d<1) d+=8; 2170{
2435 while(d>8) d-=8; 2171 while (d < 1)
2172 d += 8;
2173
2174 while (d > 8)
2175 d -= 8;
2176
2436 return d; 2177 return d;
2437} 2178}
2438 2179
2439/* 2180/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2181 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2182 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2183 */
2443 2184
2185int
2444int dirdiff(int dir1, int dir2) { 2186dirdiff (int dir1, int dir2)
2187{
2445 int d; 2188 int d;
2189
2446 d = abs(dir1 - dir2); 2190 d = abs (dir1 - dir2);
2447 if(d>4) 2191 if (d > 4)
2448 d = 8 - d; 2192 d = 8 - d;
2193
2449 return d; 2194 return d;
2450} 2195}
2451 2196
2452/* peterm: 2197/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2198 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2456 * This basically means that if direction is 15, then it could either go 2201 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are. 2202 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction 2203 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2204 * functions.
2460 */ 2205 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2206int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2207 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2208 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2209 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2210 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2211 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2212 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2213 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2214 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2215 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2216 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2217 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2218 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2219 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2220 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2221 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2222 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2223 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2224 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2225 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2226 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2227 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2228 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2229 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2230 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2231 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2232 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2233 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2234 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2235 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2236 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2237 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2238 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2239 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2240 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2241 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2242 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2243 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2244 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2245 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2246 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2247 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2248 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2249 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2250 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2251 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2252 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2253 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2254 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2255 {24, 9, -1}
2256}; /* 48 */
2512 2257
2513/* Recursive routine to step back and see if we can 2258/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2259 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2260 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2261 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2262 * Modified to be map tile aware -.MSW
2518 */ 2263 */
2519 2264int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2265can_see_monsterP (maptile *m, int x, int y, int dir)
2266{
2522 sint16 dx, dy; 2267 sint16 dx, dy;
2523 int mflags; 2268 int mflags;
2524 2269
2270 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2271 return 0; /* exit condition: invalid direction */
2526 2272
2527 dx = x + freearr_x[dir]; 2273 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2274 dy = y + freearr_y[dir];
2529 2275
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2276 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2277
2532 /* This functional arguably was incorrect before - it was 2278 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2279 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2280 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2281 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or 2282 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2283 * at least its move type.
2538 */ 2284 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2285 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2286 return 0;
2540 2287
2541 /* yes, can see. */ 2288 /* yes, can see. */
2542 if(dir < 9) return 1; 2289 if (dir < 9)
2290 return 1;
2291
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2292 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2293 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2294 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2295}
2547 2296
2548
2549
2550/* 2297/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2298 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2299 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2300 * picked up, otherwise 0.
2554 * 2301 *
2556 * core dumps if they do. 2303 * core dumps if they do.
2557 * 2304 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2305 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2306 */
2560 2307
2308int
2561int can_pick(const object *who, const object *item) { 2309can_pick (const object *who, const object *item)
2310{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2314}
2567
2568 2315
2569/* 2316/*
2570 * create clone from object to another 2317 * create clone from object to another
2571 */ 2318 */
2319object *
2572object *object_create_clone (object *asrc) { 2320object_create_clone (object *asrc)
2321{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2322 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2323
2575 if(!asrc) return NULL; 2324 if (!asrc)
2325 return 0;
2326
2576 src = asrc; 2327 src = asrc;
2577 if(src->head) 2328 if (src->head)
2578 src = src->head; 2329 src = src->head;
2579 2330
2580 prev = NULL; 2331 prev = 0;
2581 for(part = src; part; part = part->more) { 2332 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2333 {
2583 copy_object(part,tmp); 2334 tmp = part->clone ();
2584 tmp->x -= src->x; 2335 tmp->x -= src->x;
2585 tmp->y -= src->y; 2336 tmp->y -= src->y;
2337
2586 if(!part->head) { 2338 if (!part->head)
2339 {
2587 dst = tmp; 2340 dst = tmp;
2588 tmp->head = NULL; 2341 tmp->head = 0;
2342 }
2589 } else { 2343 else
2590 tmp->head = dst; 2344 tmp->head = dst;
2591 } 2345
2592 tmp->more = NULL; 2346 tmp->more = 0;
2347
2593 if(prev) 2348 if (prev)
2594 prev->more = tmp; 2349 prev->more = tmp;
2350
2595 prev = tmp; 2351 prev = tmp;
2596 } 2352 }
2597 /*** copy inventory ***/ 2353
2598 for(item = src->inv; item; item = item->below) { 2354 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2355 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2356
2602 return dst; 2357 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2358}
2612 2359
2613/* GROS - Creates an object using a string representing its content. */ 2360/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */ 2361/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2362/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */ 2363/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */ 2364/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2365/* Also remember that multiparts objects are not supported for now. */
2619 2366object *
2620object* load_object_str(const char *obstr) 2367load_object_str (const char *obstr)
2621{ 2368{
2622 object *op; 2369 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2370 char filename[MAX_BUF];
2371
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2372 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2373
2626 tempfile=fopen(filename,"w"); 2374 FILE *tempfile = fopen (filename, "w");
2375
2627 if (tempfile == NULL) 2376 if (tempfile == NULL)
2628 { 2377 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2378 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2379 return NULL;
2631 }; 2380 }
2381
2632 fprintf(tempfile,obstr); 2382 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2383 fclose (tempfile);
2634 2384
2635 op=get_object(); 2385 op = object::create ();
2636 2386
2637 tempfile=fopen(filename,"r");
2638 if (tempfile == NULL)
2639 {
2640 LOG(llevError,"Error - Unable to read object temp file\n");
2641 return NULL;
2642 };
2643 object_thawer thawer (tempfile); 2387 object_thawer thawer (filename);
2388
2389 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2390 load_object (thawer, op, 0);
2391
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2392 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2393 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2394
2648 return op; 2395 return op;
2649} 2396}
2650 2397
2651/* This returns the first object in who's inventory that 2398/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2399 * has the same type and subtype match.
2653 * returns NULL if no match. 2400 * returns NULL if no match.
2654 */ 2401 */
2402object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2403find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2404{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2405 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2406 if (tmp->type == type && tmp->subtype == subtype)
2407 return tmp;
2661 2408
2662 return NULL; 2409 return 0;
2663} 2410}
2664 2411
2665/* If ob has a field named key, return the link from the list, 2412/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2413 * otherwise return NULL.
2667 * 2414 *
2668 * key must be a passed in shared string - otherwise, this won't 2415 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2416 * do the desired thing.
2670 */ 2417 */
2418key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2419get_ob_key_link (const object *ob, const char *key)
2672 key_value * link; 2420{
2673
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2421 for (key_value *link = ob->key_values; link; link = link->next)
2675 if (link->key == key) { 2422 if (link->key == key)
2676 return link; 2423 return link;
2677 } 2424
2678 } 2425 return 0;
2679 2426}
2680 return NULL;
2681}
2682 2427
2683/* 2428/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2429 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2430 *
2686 * The argument doesn't need to be a shared string. 2431 * The argument doesn't need to be a shared string.
2687 * 2432 *
2688 * The returned string is shared. 2433 * The returned string is shared.
2689 */ 2434 */
2435const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2436get_ob_key_value (const object *op, const char *const key)
2437{
2691 key_value * link; 2438 key_value *link;
2692 const char * canonical_key; 2439 shstr_cmp canonical_key (key);
2440
2441 if (!canonical_key)
2693 2442 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2443 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2444 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2445 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2446 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2447 */
2702 return NULL; 2448 return 0;
2703 } 2449 }
2704 2450
2705 /* This is copied from get_ob_key_link() above - 2451 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2452 * only 4 lines, and saves the function call overhead.
2707 */ 2453 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2454 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2455 if (link->key == canonical_key)
2710 return link->value; 2456 return link->value;
2711 } 2457
2712 } 2458 return 0;
2713 return NULL;
2714} 2459}
2715 2460
2716 2461
2717/* 2462/*
2718 * Updates the canonical_key in op to value. 2463 * Updates the canonical_key in op to value.
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2467 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2468 * keys.
2724 * 2469 *
2725 * Returns TRUE on success. 2470 * Returns TRUE on success.
2726 */ 2471 */
2472int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2473set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2474{
2728 key_value * field = NULL, *last=NULL; 2475 key_value *field = NULL, *last = NULL;
2729 2476
2730 for (field=op->key_values; field != NULL; field=field->next) { 2477 for (field = op->key_values; field != NULL; field = field->next)
2478 {
2731 if (field->key != canonical_key) { 2479 if (field->key != canonical_key)
2480 {
2732 last = field; 2481 last = field;
2733 continue; 2482 continue;
2734 } 2483 }
2735 2484
2736 if (field->value) FREE_AND_CLEAR_STR(field->value);
2737 if (value) 2485 if (value)
2738 field->value = add_string(value); 2486 field->value = value;
2739 else { 2487 else
2488 {
2740 /* Basically, if the archetype has this key set, 2489 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2490 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2491 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2492 * we get this value back again.
2744 */ 2493 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2494 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2495 field->value = 0;
2747 else { 2496 else
2748 /* Delete this link */ 2497 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2498 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value);
2751 if (last) last->next = field->next; 2499 last->next = field->next;
2500 else
2752 else op->key_values = field->next; 2501 op->key_values = field->next;
2502
2753 free(field); 2503 delete field;
2754 } 2504 }
2755 } 2505 }
2756 return TRUE; 2506 return TRUE;
2757 } 2507 }
2758 /* IF we get here, key doesn't exist */ 2508 /* IF we get here, key doesn't exist */
2759 2509
2760 /* No field, we'll have to add it. */ 2510 /* No field, we'll have to add it. */
2761 2511
2762 if (!add_key) { 2512 if (!add_key)
2763 return FALSE; 2513 return FALSE;
2764 } 2514
2765 /* There isn't any good reason to store a null 2515 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2516 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2517 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2518 * be here. If user wants to store empty strings,
2769 * should pass in "" 2519 * should pass in ""
2770 */ 2520 */
2771 if (value == NULL) return TRUE; 2521 if (value == NULL)
2772
2773 field = (key_value *) malloc(sizeof(key_value));
2774
2775 field->key = add_refcount(canonical_key);
2776 field->value = add_string(value);
2777 /* Usual prepend-addition. */
2778 field->next = op->key_values;
2779 op->key_values = field;
2780
2781 return TRUE; 2522 return TRUE;
2523
2524 field = new key_value;
2525
2526 field->key = canonical_key;
2527 field->value = value;
2528 /* Usual prepend-addition. */
2529 field->next = op->key_values;
2530 op->key_values = field;
2531
2532 return TRUE;
2782} 2533}
2783 2534
2784/* 2535/*
2785 * Updates the key in op to value. 2536 * Updates the key in op to value.
2786 * 2537 *
2788 * and not add new ones. 2539 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2540 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2541 *
2791 * Returns TRUE on success. 2542 * Returns TRUE on success.
2792 */ 2543 */
2544int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2545set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2546{
2795 int floating_ref = FALSE; 2547 shstr key_ (key);
2796 int ret; 2548
2549 return set_ob_key_value_s (op, key_, value, add_key);
2550}
2551
2552object::depth_iterator::depth_iterator (object *container)
2553: iterator_base (container)
2554{
2555 while (item->inv)
2556 item = item->inv;
2557}
2558
2559void
2560object::depth_iterator::next ()
2561{
2562 if (item->below)
2797 2563 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2564 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2565
2800 */ 2566 while (item->inv)
2567 item = item->inv;
2801 2568 }
2802 canonical_key = find_string(key); 2569 else
2803 if (canonical_key == NULL) { 2570 item = item->env;
2804 canonical_key = add_string(key); 2571}
2805 floating_ref = TRUE; 2572
2806 } 2573
2574const char *
2575object::flag_desc (char *desc, int len) const
2576{
2577 char *p = desc;
2578 bool first = true;
2579
2580 *p = 0;
2581
2582 for (int i = 0; i < NUM_FLAGS; i++)
2807 2583 {
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2584 if (len <= 10) // magic constant!
2585 {
2586 snprintf (p, len, ",...");
2587 break;
2588 }
2589
2590 if (flag [i])
2591 {
2592 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2593 len -= cnt;
2594 p += cnt;
2595 first = false;
2596 }
2809 2597 }
2810 if (floating_ref) { 2598
2811 free_string(canonical_key);
2812 }
2813
2814 return ret; 2599 return desc;
2815} 2600}
2601
2602// return a suitable string describing an object in enough detail to find it
2603const char *
2604object::debug_desc (char *info) const
2605{
2606 char flagdesc[512];
2607 char info2[256 * 4];
2608 char *p = info;
2609
2610 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2611 count, uuid.seq,
2612 &name,
2613 title ? "\",title:" : "",
2614 title ? (const char *)title : "",
2615 flag_desc (flagdesc, 512), type);
2616
2617 if (env)
2618 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2619
2620 if (map)
2621 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2622
2623 return info;
2624}
2625
2626const char *
2627object::debug_desc () const
2628{
2629 static char info[256 * 4];
2630 return debug_desc (info);
2631}
2632

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