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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 1.47 by root, Thu Sep 14 22:33:59 2006 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
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 35int nrofallocobjects = 0;
45#undef OBJ_EXPAND 36static UUID uuid;
46#define OBJ_EXPAND 1 37const 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 38
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 39object *active_objects; /* List of active objects that need to be processed */
56 40
57short freearr_x[SIZEOFFREE]= 41short 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}; 42 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]= 43};
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, 44short 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}; 45 -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]= 46};
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, 47int 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}; 48 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
49};
66int freedir[SIZEOFFREE]= { 50int 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, 51 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}; 52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53};
69 54
55static void
56write_uuid (void)
57{
58 char filename1[MAX_BUF], filename2[MAX_BUF];
59
60 sprintf (filename1, "%s/uuid", settings.localdir);
61 sprintf (filename2, "%s/uuid~", settings.localdir);
62
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 FILE *fp;
84
85 if (!(fp = fopen (filename, "r")))
86 {
87 if (errno == ENOENT)
88 {
89 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0;
91 write_uuid ();
92 return;
93 }
94
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1);
97 }
98
99 int version;
100 unsigned long long uid;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
102 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
104 _exit (1);
105 }
106
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid);
110 fclose (fp);
111}
112
113UUID
114gen_uuid ()
115{
116 UUID uid;
117
118 uid.seq = ++uuid.seq;
119
120 if (!(uuid.seq & (UUID_SKIP - 1)))
121 write_uuid ();
122
123 return uid;
124}
125
126void
127init_uuid ()
128{
129 read_uuid ();
130}
70 131
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 134compare_ob_value_lists_one (const object *wants, const object *has)
135{
73 key_value * wants_field; 136 key_value *wants_field;
74 137
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 138 /* 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 139 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 140 * different structure or at least keep the lists sorted...
78 */ 141 */
79 142
80 /* For each field in wants, */ 143 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
145 {
82 key_value * has_field; 146 key_value *has_field;
83 147
84 /* Look for a field in has with the same key. */ 148 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
86 152 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 153 /* No field with that name. */
89 return FALSE; 154 return FALSE;
90 }
91 155 }
156
92 /* Found the matching field. */ 157 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 158 if (has_field->value != wants_field->value)
159 {
94 /* Values don't match, so this half of the comparison is false. */ 160 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 161 return FALSE;
96 } 162 }
97 163
98 /* If we get here, we found a match. Now for the next field in wants. */ 164 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 165 }
166
101 /* If we get here, every field in wants has a matching field in has. */ 167 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 168 return TRUE;
103} 169}
104 170
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 171/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 173compare_ob_value_lists (const object *ob1, const object *ob2)
174{
107 /* However, there may be fields in has which aren't partnered in wants, 175 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 176 * so we need to run the comparison *twice*. :(
109 */ 177 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 179}
112 180
113/* Function examines the 2 objects given to it, and returns true if 181/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 182 * they can be merged together.
115 * 183 *
121 * 189 *
122 * Improvements made with merge: Better checking on potion, and also 190 * Improvements made with merge: Better checking on potion, and also
123 * check weight 191 * check weight
124 */ 192 */
125 193
126int CAN_MERGE(object *ob1, object *ob2) { 194bool object::can_merge (object *ob1, object *ob2)
127 195{
128 /* A couple quicksanity checks */ 196 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 197 if ((ob1 == ob2) || (ob1->type != ob2->type))
198 return 0;
130 199
131 if (ob1->speed != ob2->speed) return 0; 200 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to 201 return 0;
133 * be animated or have a very low speed. Is this an attempted monster 202
134 * check? 203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
135 */ 206 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning.
215 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221
222
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) ||
233 (ob1->title != ob2->title) ||
234 (ob1->msg != ob2->msg) ||
235 (ob1->weight != ob2->weight) ||
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) ||
239 (ob1->magic != ob2->magic) ||
240 (ob1->slaying != ob2->slaying) ||
241 (ob1->skill != ob2->skill) ||
242 (ob1->value != ob2->value) ||
243 (ob1->animation_id != ob2->animation_id) ||
244 (ob1->client_type != ob2->client_type) ||
245 (ob1->materialname != ob2->materialname) ||
246 (ob1->lore != ob2->lore) ||
247 (ob1->subtype != ob2->subtype) ||
248 (ob1->move_type != ob2->move_type) ||
249 (ob1->move_block != ob2->move_block) ||
250 (ob1->move_allow != ob2->move_allow) ||
251 (ob1->move_on != ob2->move_on) ||
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
253 return 0;
254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 262 return 0;
138 263
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 264 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 265 if (!CAN_MERGE (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 266 return 0;
145 267
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 268 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 269 * if it is valid.
158 */ 270 */
159 } 271 }
160 272
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, 273 /* 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 274 * 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. 275 * some items equipped, and we don't want those to merge.
212 */ 276 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
278 return 0;
279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
285 return 0;
286
287 switch (ob1->type)
288 {
289 case SCROLL:
290 if (ob1->level != ob2->level)
291 return 0;
292 break;
293 }
294
295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
297 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
299 /* One has fields, but the other one doesn't. */
214 return 0; 300 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)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
230 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
231 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
236/* 319/*
237 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
240 */ 323 */
241signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
242 signed long sum; 327 long sum;
243 object *inv; 328 object *inv;
329
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
331 {
245 if (inv->inv) 332 if (inv->inv)
246 sum_weight(inv); 333 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 335 }
336
249 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
251 if(op->carrying != sum) 340 if (op->carrying != sum)
252 op->carrying = sum; 341 op->carrying = sum;
342
253 return sum; 343 return sum;
254} 344}
255 345
256/** 346/**
257 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
258 */ 348 */
259 349
350object *
260object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
261 while (op->env != NULL) 353 while (op->env != NULL)
262 op = op->env; 354 op = op->env;
263 return op; 355 return op;
264} 356}
265 357
266/* 358/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 359 * 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 360 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 361 * or find a player.
270 */ 362 */
271 363
364object *
272object *is_player_inv (object *op) { 365is_player_inv (object *op)
366{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 367 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 368 if (op->env == op)
275 op->env = NULL; 369 op->env = NULL;
276 return op; 370 return op;
277} 371}
278 372
279/* 373/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 375 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 376 * The result of the dump is stored in the static global errmsg array.
283 */ 377 */
284 378
379void
285void dump_object2(object *op) { 380dump_object2 (object *op)
381{
382 errmsg[0] = 0;
383 return;
384 //TODO//D#d#
385#if 0
286 char *cp; 386 char *cp;
387
287/* object *tmp;*/ 388/* object *tmp;*/
288 389
289 if(op->arch!=NULL) { 390 if (op->arch != NULL)
391 {
290 strcat(errmsg,"arch "); 392 strcat (errmsg, "arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 393 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
292 strcat(errmsg,"\n"); 394 strcat (errmsg, "\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 395 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
294 strcat(errmsg,cp); 396 strcat (errmsg, cp);
295#if 0 397# if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and 398 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer. 399 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may 400 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer. 401 * also overflow the buffer.
300 */ 402 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 403 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
302 strcat(errmsg,cp); 404 strcat (errmsg, cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below) 405 for (tmp = op->inv; tmp; tmp = tmp->below)
304 dump_object2(tmp); 406 dump_object2 (tmp);
407# endif
408 strcat (errmsg, "end\n");
409 }
410 else
411 {
412 strcat (errmsg, "Object ");
413 if (op->name == NULL)
414 strcat (errmsg, "(null)");
415 else
416 strcat (errmsg, op->name);
417 strcat (errmsg, "\n");
418# if 0
419 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
420 strcat (errmsg, cp);
421 for (tmp = op->inv; tmp; tmp = tmp->below)
422 dump_object2 (tmp);
423# endif
424 strcat (errmsg, "end\n");
425 }
305#endif 426#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} 427}
321 428
322/* 429/*
323 * Dumps an object. Returns output in the static global errmsg array. 430 * Dumps an object. Returns output in the static global errmsg array.
324 */ 431 */
325 432
433void
326void dump_object(object *op) { 434dump_object (object *op)
435{
327 if(op==NULL) { 436 if (op == NULL)
437 {
328 strcpy(errmsg,"[NULL pointer]"); 438 strcpy (errmsg, "[NULL pointer]");
329 return; 439 return;
330 } 440 }
331 errmsg[0]='\0'; 441 errmsg[0] = '\0';
332 dump_object2(op); 442 dump_object2 (op);
333} 443}
334 444
335/* GROS - Dumps an object. Return the result into a string */ 445void
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{
340 char *cp;
341
342 if(op==NULL)
343 {
344 strcpy(outstr,"[NULL pointer]");
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) { 446dump_all_objects (void)
447{
376 object *op; 448 object *op;
449
377 for(op=objects;op!=NULL;op=op->next) { 450 for (op = object::first; op != NULL; op = op->next)
451 {
378 dump_object(op); 452 dump_object (op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 453 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
380 } 454 }
381} 455}
382 456
383/* 457/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 458 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 459 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 460 * If it's not a multi-object, it is returned.
387 */ 461 */
388 462
463object *
389object *get_nearest_part(object *op, const object *pl) { 464get_nearest_part (object *op, const object *pl)
465{
390 object *tmp,*closest; 466 object *tmp, *closest;
391 int last_dist,i; 467 int last_dist, i;
468
392 if(op->more==NULL) 469 if (op->more == NULL)
393 return op; 470 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 471 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 472 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 473 closest = tmp, last_dist = i;
397 return closest; 474 return closest;
398} 475}
399 476
400/* 477/*
401 * Returns the object which has the count-variable equal to the argument. 478 * Returns the object which has the count-variable equal to the argument.
402 */ 479 */
403 480
481object *
404object *find_object(tag_t i) { 482find_object (tag_t i)
483{
405 object *op; 484 object *op;
485
406 for(op=objects;op!=NULL;op=op->next) 486 for (op = object::first; op != NULL; op = op->next)
407 if(op->count==i) 487 if (op->count == i)
408 break; 488 break;
409 return op; 489 return op;
410} 490}
411 491
412/* 492/*
413 * Returns the first object which has a name equal to the argument. 493 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 494 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 495 * Enables features like "patch <name-of-other-player> food 999"
416 */ 496 */
417 497
498object *
418object *find_object_name(const char *str) { 499find_object_name (const char *str)
419 const char *name=add_string(str); 500{
501 shstr_cmp str_ (str);
420 object *op; 502 object *op;
503
421 for(op=objects;op!=NULL;op=op->next) 504 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 505 if (op->name == str_)
423 break; 506 break;
424 free_string(name); 507
425 return op; 508 return op;
426} 509}
427 510
511void
428void free_all_object_data(void) { 512free_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{ 513{
470 if (!op) return; 514 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} 515}
478
479
480 516
481/* 517/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 518 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 519 * skill and experience objects.
484 */ 520 */
485void set_owner (object *op, object *owner) 521void
522object::set_owner (object *owner)
486{ 523{
487 if(owner==NULL||op==NULL) 524 if (!owner)
488 return; 525 return;
489 526
490 /* next line added to allow objects which own objects */ 527 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 528 /* 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 529 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 530 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 531 * 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. 532 * didn't match, this check is valid and I believe that cause is valid.
496 */ 533 */
497 while (owner->owner && owner!=owner->owner && 534 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 535 owner = owner->owner;
499 536
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; 537 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} 538}
553 539
554/* Zero the key_values on op, decrementing the shared-string 540/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 541 * refcounts and freeing the links.
556 */ 542 */
543static void
557static void free_key_values(object * op) { 544free_key_values (object *op)
558 key_value * i; 545{
559 key_value * next = NULL; 546 for (key_value *i = op->key_values; i != 0;)
560 547 {
561 if (op->key_values == NULL) return; 548 key_value *next = i->next;
549 delete i;
550
551 i = next;
562 552 }
563 for (i = op->key_values; i != NULL; i = next) { 553
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; 554 op->key_values = 0;
574} 555}
575 556
557void object::clear ()
558{
559 attachable_base::clear ();
576 560
577/*
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); 561 free_key_values (this);
605 562
606 /* the memset will clear all these values for us, but we need 563 owner = 0;
607 * to reduce the refcount on them. 564 name = 0;
608 */ 565 name_pl = 0;
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 566 title = 0;
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 567 race = 0;
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 568 slaying = 0;
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 569 skill = 0;
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 570 msg = 0;
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 571 lore = 0;
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 572 custom_name = 0;
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 573 materialname = 0;
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 574 contr = 0;
575 below = 0;
576 above = 0;
577 inv = 0;
578 container = 0;
579 env = 0;
580 more = 0;
581 head = 0;
582 map = 0;
583 active_next = 0;
584 active_prev = 0;
618 585
586 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
619 587
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); 588 SET_FLAG (this, FLAG_REMOVED);
626 589
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 */ 590 /* What is not cleared is next, prev, and count */
642 591
643 op->expmul=1.0; 592 expmul = 1.0;
644 op->face = blank_face; 593 face = blank_face;
645 op->attacked_by_count = (tag_t) -1; 594
646 if (settings.casting_time) 595 if (settings.casting_time)
647 op->casting_time = -1; 596 casting_time = -1;
597}
648 598
599void object::clone (object *destination)
600{
601 *(object_copy *)destination = *this;
602 *(object_pod *)destination = *this;
603
604 if (self || cb)
605 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
649} 606}
650 607
651/* 608/*
652 * copy object first frees everything allocated by the second object, 609 * copy object first frees everything allocated by the second object,
653 * and then copies the contends of the first object into the second 610 * and then copies the contends of the first object into the second
654 * object, allocating what needs to be allocated. Basically, any 611 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 612 * 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 613 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 614 * will point at garbage.
658 */ 615 */
659 616void
660void copy_object(object *op2, object *op) { 617copy_object (object *op2, object *op)
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 618{
662 event *evt, *evt2, *evt_new; 619 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
620 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
663 621
664 op->clear ();
665
666 /* Decrement the refcounts, but don't bother zeroing the fields;
667 they'll be overwritten by memcpy. */
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
679 /* Basically, same code as from clear_object() */
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); 622 op2->clone (op);
695 623
696 if(is_freed) SET_FLAG(op,FLAG_FREED); 624 if (is_freed)
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 625 SET_FLAG (op, FLAG_FREED);
698 if(op->name!=NULL) add_refcount(op->name); 626 if (is_removed)
699 if(op->name_pl!=NULL) add_refcount(op->name_pl); 627 SET_FLAG (op, FLAG_REMOVED);
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);
708 628
709 if((op2->speed<0) && !editor) 629 if (op2->speed < 0)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 630 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
711 631
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. */ 632 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 633 if (op2->key_values)
634 {
735 key_value * tail = NULL; 635 key_value *tail = 0;
736 key_value * i; 636 key_value *i;
737 637
738 op->key_values = NULL; 638 op->key_values = 0;
739 639
740 for (i = op2->key_values; i != NULL; i = i->next) { 640 for (i = op2->key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 641 {
642 key_value *new_link = new key_value;
742 643
743 new_link->next = NULL; 644 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 645 new_link->key = i->key;
745 if (i->value)
746 new_link->value = add_refcount(i->value); 646 new_link->value = i->value;
747 else
748 new_link->value = NULL;
749 647
750 /* Try and be clever here, too. */ 648 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 649 if (!op->key_values)
650 {
752 op->key_values = new_link; 651 op->key_values = new_link;
753 tail = new_link; 652 tail = new_link;
754 } else {
755 tail->next = new_link;
756 tail = new_link;
757 } 653 }
654 else
655 {
656 tail->next = new_link;
657 tail = new_link;
758 } 658 }
659 }
759 } 660 }
760 661
761 update_ob_speed(op); 662 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 }
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
793 nrofallocobjects += OBJ_EXPAND;
794 nroffreeobjects += OBJ_EXPAND;
795}
796
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;
805
806 if(free_objects==NULL) {
807 expand_objects();
808 }
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;
847} 663}
848 664
849/* 665/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 666 * 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 667 * 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. 668 * be called to update the face variable, _and_ how it looks on the map.
853 */ 669 */
854 670
671void
855void update_turn_face(object *op) { 672update_turn_face (object *op)
673{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 674 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 675 return;
858 SET_ANIMATION(op, op->direction); 676 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 677 update_object (op, UP_OBJ_FACE);
860} 678}
861 679
862/* 680/*
863 * Updates the speed of an object. If the speed changes from 0 to another 681 * 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. 682 * 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. 683 * This function needs to be called whenever the speed of an object changes.
866 */ 684 */
867 685void
868void update_ob_speed(object *op) { 686update_ob_speed (object *op)
687{
869 extern int arch_init; 688 extern int arch_init;
870 689
871 /* No reason putting the archetypes objects on the speed list, 690 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 691 * since they never really need to be updated.
873 */ 692 */
874 693
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 694 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
695 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 696 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 697#ifdef MANY_CORES
878 abort(); 698 abort ();
879#else 699#else
880 op->speed = 0; 700 op->speed = 0;
881#endif 701#endif
882 } 702 }
703
883 if (arch_init) { 704 if (arch_init)
705 return;
706
707 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
708 {
709 /* If already on active list, don't do anything */
710 if (op->active_next || op->active_prev || op == active_objects)
884 return; 711 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;
890 712
891 /* process_events() expects us to insert the object at the beginning 713 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 714 * of the list. */
893 op->active_next = active_objects; 715 op->active_next = active_objects;
716
894 if (op->active_next!=NULL) 717 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 718 op->active_next->active_prev = op;
719
896 active_objects = op; 720 active_objects = op;
721 }
722 else
897 } 723 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 724 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 725 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 726 return;
902 727
903 if (op->active_prev==NULL) { 728 if (op->active_prev == NULL)
729 {
904 active_objects = op->active_next; 730 active_objects = op->active_next;
731
905 if (op->active_next!=NULL) 732 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 733 op->active_next->active_prev = NULL;
734 }
735 else
907 } 736 {
908 else {
909 op->active_prev->active_next = op->active_next; 737 op->active_prev->active_next = op->active_next;
738
910 if (op->active_next) 739 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 740 op->active_next->active_prev = op->active_prev;
912 } 741 }
742
913 op->active_next = NULL; 743 op->active_next = NULL;
914 op->active_prev = NULL; 744 op->active_prev = NULL;
915 } 745 }
916} 746}
917 747
918/* This function removes object 'op' from the list of active 748/* This function removes object 'op' from the list of active
919 * objects. 749 * objects.
921 * reference maps where you don't want an object that isn't 751 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 752 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 753 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 754 * will do the right thing based on the speed of the object.
925 */ 755 */
756void
926void remove_from_active_list(object *op) 757remove_from_active_list (object *op)
927{ 758{
928 /* If not on the active list, nothing needs to be done */ 759 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 760 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 761 return;
931 762
932 if (op->active_prev==NULL) { 763 if (op->active_prev == NULL)
764 {
933 active_objects = op->active_next; 765 active_objects = op->active_next;
934 if (op->active_next!=NULL) 766 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 767 op->active_next->active_prev = NULL;
768 }
769 else
936 } 770 {
937 else {
938 op->active_prev->active_next = op->active_next; 771 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 772 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 773 op->active_next->active_prev = op->active_prev;
941 } 774 }
942 op->active_next = NULL; 775 op->active_next = NULL;
943 op->active_prev = NULL; 776 op->active_prev = NULL;
944} 777}
945 778
946/* 779/*
947 * update_object() updates the array which represents the map. 780 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered 781 * It takes into account invisible objects (and represent squares covered
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 796 * 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. 797 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 798 * UP_OBJ_FACE: only the objects face has changed.
966 */ 799 */
967 800
801void
968void update_object(object *op, int action) { 802update_object (object *op, int action)
803{
969 int update_now=0, flags; 804 int update_now = 0, flags;
970 MoveType move_on, move_off, move_block, move_slow; 805 MoveType move_on, move_off, move_block, move_slow;
971 806
972 if (op == NULL) { 807 if (op == NULL)
808 {
973 /* this should never happen */ 809 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 810 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 811 return;
976 }
977 812 }
813
978 if(op->env!=NULL) { 814 if (op->env != NULL)
815 {
979 /* Animation is currently handled by client, so nothing 816 /* Animation is currently handled by client, so nothing
980 * to do in this case. 817 * to do in this case.
981 */ 818 */
982 return; 819 return;
983 } 820 }
984 821
985 /* If the map is saving, don't do anything as everything is 822 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 823 * going to get freed anyways.
987 */ 824 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 825 if (!op->map || op->map->in_memory == MAP_SAVING)
989 826 return;
827
990 /* make sure the object is within map boundaries */ 828 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 829 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 830 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 831 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 832#ifdef MANY_CORES
995 abort(); 833 abort ();
996#endif 834#endif
997 return; 835 return;
998 }
999 836 }
837
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 838 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 839 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); 840 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); 841 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); 842 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); 843 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1006 844
1007 if (action == UP_OBJ_INSERT) { 845 if (action == UP_OBJ_INSERT)
846 {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 847 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1; 848 update_now = 1;
1010 849
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 850 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1; 851 update_now = 1;
1013 852
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 853 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1; 854 update_now = 1;
1016 855
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 856 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1; 857 update_now = 1;
1019 858
859 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
860 update_now = 1;
861
1020 if ((move_on | op->move_on) != move_on) update_now=1; 862 if ((move_on | op->move_on) != move_on)
863 update_now = 1;
864
1021 if ((move_off | op->move_off) != move_off) update_now=1; 865 if ((move_off | op->move_off) != move_off)
866 update_now = 1;
867
1022 /* This isn't perfect, but I don't expect a lot of objects to 868 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 869 * to have move_allow right now.
1024 */ 870 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 871 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1; 872 update_now = 1;
873
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 874 if ((move_slow | op->move_slow) != move_slow)
875 update_now = 1;
1028 } 876 }
1029 /* if the object is being removed, we can't make intelligent 877 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 878 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 879 * that is being removed.
1032 */ 880 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 881 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 882 update_now = 1;
1035 } else if (action == UP_OBJ_FACE) { 883 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 884 /* Nothing to do for that case */ ;
1037 }
1038 else { 885 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 886 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 887
1042 if (update_now) { 888 if (update_now)
889 {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 890 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); 891 update_position (op->map, op->x, op->y);
1045 } 892 }
1046 893
1047 if(op->more!=NULL) 894 if (op->more != NULL)
1048 update_object(op->more, action); 895 update_object (op->more, action);
1049} 896}
1050 897
898object::vector object::mortals;
899object::vector object::objects; // not yet used
900object *object::first;
901
902void object::free_mortals ()
903{
904 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
905 if ((*i)->refcnt)
906 ++i; // further delay freeing
907 else
908 {
909 delete *i;
910 mortals.erase (i);
911 }
912
913 static int lastmortals = 0;//D
914
915 if (mortals.size() != lastmortals)//D
916 {
917 lastmortals = mortals.size ();//D
918 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
919 }
920}
921
922object::object ()
923{
924 SET_FLAG (this, FLAG_REMOVED);
925
926 expmul = 1.0;
927 face = blank_face;
928}
929
930object::~object ()
931{
932 free_key_values (this);
933}
934
935void object::link ()
936{
937 count = ++ob_count;
938 uuid = gen_uuid ();
939
940 prev = 0;
941 next = object::first;
942
943 if (object::first)
944 object::first->prev = this;
945
946 object::first = this;
947}
948
949void object::unlink ()
950{
951 //count = 0;//D
952 if (!prev && !next) return;//D
953
954 if (this == object::first)
955 object::first = next;
956
957 /* Remove this object from the list of used objects */
958 if (prev) prev->next = next;
959 if (next) next->prev = prev;
960
961 prev = 0;
962 next = 0;
963}
964
965object *object::create ()
966{
967 object *op = new object;
968 op->link ();
969 return op;
970}
1051 971
1052/* 972/*
1053 * free_object() frees everything allocated by an object, removes 973 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 974 * it from the list of used objects, and puts it on the list of
1055 * free objects. The IS_FREED() flag is set in the object. 975 * free objects. The IS_FREED() flag is set in the object.
1057 * this function to succeed. 977 * this function to succeed.
1058 * 978 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 979 * If free_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 980 * inventory to the ground.
1061 */ 981 */
1062 982void object::free (bool free_inventory)
1063void free_object(object *ob) { 983{
1064 free_object2(ob, 0);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1072 LOG(llevDebug,"Free object called with non removed object\n");
1073 dump_object(ob);
1074#ifdef MANY_CORES
1075 abort();
1076#endif
1077 }
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob);
1081 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 984 if (QUERY_FLAG (this, FLAG_FREED))
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return; 985 return;
986
987 if (QUERY_FLAG (this, FLAG_FRIENDLY))
988 remove_friendly_object (this);
989
990 if (!QUERY_FLAG (this, FLAG_REMOVED))
991 remove_ob (this);
992
993 SET_FLAG (this, FLAG_FREED);
994
995 if (more)
1086 } 996 {
1087 if(ob->more!=NULL) { 997 more->free (free_inventory);
1088 free_object2(ob->more, free_inventory); 998 more = 0;
1089 ob->more=NULL; 999 }
1000
1001 if (inv)
1090 } 1002 {
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process - 1003 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 1004 * if some form of movement is allowed, let objects
1094 * drop on that space. 1005 * drop on that space.
1095 */ 1006 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1007 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 1008 {
1009 object *op = inv;
1010
1011 while (op)
1098 { 1012 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below; 1013 object *tmp = op->below;
1102 remove_ob(op);
1103 free_object2(op, free_inventory); 1014 op->free (free_inventory);
1104 op=tmp; 1015 op = tmp;
1105 } 1016 }
1106 } 1017 }
1018 else
1107 else { /* Put objects in inventory onto this space */ 1019 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 1020 object *op = inv;
1021
1109 while(op!=NULL) { 1022 while (op)
1023 {
1110 tmp=op->below; 1024 object *tmp = op->below;
1025
1111 remove_ob(op); 1026 remove_ob (op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 1027
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 1028 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1029 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1114 free_object(op); 1030 free_object (op);
1115 else { 1031 else
1032 {
1116 op->x=ob->x; 1033 op->x = x;
1117 op->y=ob->y; 1034 op->y = y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 1035 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1119 } 1036 }
1037
1120 op=tmp; 1038 op = tmp;
1121 } 1039 }
1122 } 1040 }
1123 } 1041 }
1042
1043 // clear those pointers that likely might have circular references to us
1044 owner = 0;
1045 enemy = 0;
1046 attacked_by = 0;
1047
1124 /* Remove object from the active list */ 1048 /* Remove object from the active list */
1125 ob->speed = 0; 1049 speed = 0;
1126 update_ob_speed(ob); 1050 update_ob_speed (this);
1127 1051
1128 SET_FLAG(ob, FLAG_FREED); 1052 unlink ();
1129 ob->count = 0;
1130 1053
1131 /* Remove this object from the list of used objects */ 1054 mortals.push_back (this);
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
1154 /* Why aren't events freed? */
1155 free_key_values(ob);
1156
1157#if 0 /* MEMORY_DEBUG*/
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159 * presumes the freed_object will stick around for at least a little
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
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}
1180
1181/*
1182 * count_free() returns the number of objects on the list of free objects.
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i;
1191}
1192
1193/*
1194 * count_used() returns the number of objects on the list of used objects.
1195 */
1196
1197int count_used(void) {
1198 int i=0;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203}
1204
1205/*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215} 1055}
1216 1056
1217/* 1057/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 1058 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 1059 * weight of an object (and what is carried by it's environment(s)).
1220 */ 1060 */
1221 1061
1062void
1222void sub_weight (object *op, signed long weight) { 1063sub_weight (object *op, signed long weight)
1064{
1223 while (op != NULL) { 1065 while (op != NULL)
1066 {
1224 if (op->type == CONTAINER) { 1067 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1068 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1069
1227 op->carrying-=weight; 1070 op->carrying -= weight;
1228 op = op->env; 1071 op = op->env;
1229 } 1072 }
1230} 1073}
1231 1074
1232/* remove_ob(op): 1075/* remove_ob(op):
1233 * This function removes the object op from the linked list of objects 1076 * 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 1077 * which it is currently tied to. When this function is done, the
1236 * environment, the x and y coordinates will be updated to 1079 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1080 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1081 * Beware: This function is called from the editor as well!
1239 */ 1082 */
1240 1083
1084void
1241void remove_ob(object *op) { 1085remove_ob (object *op)
1086{
1242 object *tmp,*last=NULL; 1087 object *tmp, *last = 0;
1243 object *otmp; 1088 object *otmp;
1089
1244 tag_t tag; 1090 tag_t tag;
1245 int check_walk_off; 1091 int check_walk_off;
1246 mapstruct *m; 1092 mapstruct *m;
1093
1247 sint16 x,y; 1094 sint16 x, y;
1248
1249 1095
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1096 if (QUERY_FLAG (op, FLAG_REMOVED))
1251 dump_object(op); 1097 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1098
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); 1099 SET_FLAG (op, FLAG_REMOVED);
1270 1100
1101 if (op->more != NULL)
1102 remove_ob (op->more);
1103
1271 /* 1104 /*
1272 * In this case, the object to be removed is in someones 1105 * In this case, the object to be removed is in someones
1273 * inventory. 1106 * inventory.
1274 */ 1107 */
1275 if(op->env!=NULL) { 1108 if (op->env != NULL)
1109 {
1276 if(op->nrof) 1110 if (op->nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1111 sub_weight (op->env, op->weight * op->nrof);
1278 else 1112 else
1279 sub_weight(op->env, op->weight+op->carrying); 1113 sub_weight (op->env, op->weight + op->carrying);
1280 1114
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1115 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1116 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1117 * to save cpu time.
1284 */ 1118 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1119 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp); 1120 fix_player (otmp);
1288 1121
1289 if(op->above!=NULL) 1122 if (op->above != NULL)
1290 op->above->below=op->below; 1123 op->above->below = op->below;
1291 else 1124 else
1292 op->env->inv=op->below; 1125 op->env->inv = op->below;
1293 1126
1294 if(op->below!=NULL) 1127 if (op->below != NULL)
1295 op->below->above=op->above; 1128 op->below->above = op->above;
1296 1129
1297 /* we set up values so that it could be inserted into 1130 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1131 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1132 * to the caller to decide what we want to do.
1300 */ 1133 */
1301 op->x=op->env->x,op->y=op->env->y; 1134 op->x = op->env->x, op->y = op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map; 1135 op->map = op->env->map;
1304 op->above=NULL,op->below=NULL; 1136 op->above = NULL, op->below = NULL;
1305 op->env=NULL; 1137 op->env = NULL;
1138 }
1139 else if (op->map)
1140 {
1141 x = op->x;
1142 y = op->y;
1143 m = get_map_from_coord (op->map, &x, &y);
1144
1145 if (!m)
1146 {
1147 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1148 op->map->path, op->x, op->y);
1149 /* in old days, we used to set x and y to 0 and continue.
1150 * it seems if we get into this case, something is probablye
1151 * screwed up and should be fixed.
1152 */
1153 abort ();
1154 }
1155
1156 if (op->map != m)
1157 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1158 op->map->path, m->path, op->x, op->y, x, y);
1159
1160 /* Re did the following section of code - it looks like it had
1161 * lots of logic for things we no longer care about
1162 */
1163
1164 /* link the object above us */
1165 if (op->above)
1166 op->above->below = op->below;
1167 else
1168 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1169
1170 /* Relink the object below us, if there is one */
1171 if (op->below)
1172 op->below->above = op->above;
1173 else
1174 {
1175 /* Nothing below, which means we need to relink map object for this space
1176 * use translated coordinates in case some oddness with map tiling is
1177 * evident
1178 */
1179 if (GET_MAP_OB (m, x, y) != op)
1180 {
1181 dump_object (op);
1182 LOG (llevError,
1183 "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);
1184 dump_object (GET_MAP_OB (m, x, y));
1185 LOG (llevError, "%s\n", errmsg);
1186 }
1187
1188 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1189 }
1190
1191 op->above = 0;
1192 op->below = 0;
1193
1194 if (op->map->in_memory == MAP_SAVING)
1306 return; 1195 return;
1307 }
1308 1196
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
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 }
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; 1197 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1198 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1199
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1200 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1201 {
1365 /* No point updating the players look faces if he is the object 1202 /* No point updating the players look faces if he is the object
1366 * being removed. 1203 * being removed.
1367 */ 1204 */
1368 1205
1369 if(tmp->type==PLAYER && tmp!=op) { 1206 if (tmp->type == PLAYER && tmp != op)
1207 {
1370 /* If a container that the player is currently using somehow gets 1208 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1209 * removed (most likely destroyed), update the player view
1372 * appropriately. 1210 * appropriately.
1373 */ 1211 */
1374 if (tmp->container==op) { 1212 if (tmp->container == op)
1213 {
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1214 CLEAR_FLAG (op, FLAG_APPLIED);
1376 tmp->container=NULL; 1215 tmp->container = NULL;
1216 }
1217
1218 tmp->contr->socket.update_look = 1;
1377 } 1219 }
1378 tmp->contr->socket.update_look=1; 1220
1379 }
1380 /* See if player moving off should effect something */ 1221 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1222 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1223 {
1383
1384 move_apply(tmp, op, NULL); 1224 move_apply (tmp, op, NULL);
1225
1385 if (was_destroyed (op, tag)) { 1226 if (was_destroyed (op, tag))
1227 {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1228 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1387 "leaving object\n", tmp->name, tmp->arch->name); 1229 }
1388 } 1230 }
1389 }
1390 1231
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1232 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1233
1393 if(tmp->above == tmp) 1234 if (tmp->above == tmp)
1394 tmp->above = NULL; 1235 tmp->above = NULL;
1236
1395 last=tmp; 1237 last = tmp;
1396 } 1238 }
1239
1397 /* last == NULL of there are no objects on this space */ 1240 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1241 if (last == NULL)
1242 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1243 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1244 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't 1245 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1246 * be correct anyways.
1403 */ 1247 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1248 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1249 update_position (op->map, op->x, op->y);
1406 } 1250 }
1407 else 1251 else
1408 update_object(last, UP_OBJ_REMOVE); 1252 update_object (last, UP_OBJ_REMOVE);
1409 1253
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1254 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y); 1255 update_all_los (op->map, op->x, op->y);
1412 1256 }
1413} 1257}
1414 1258
1415/* 1259/*
1416 * merge_ob(op,top): 1260 * merge_ob(op,top):
1417 * 1261 *
1418 * This function goes through all objects below and including top, and 1262 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1263 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1264 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1265 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1266 */
1423 1267object *
1424object *merge_ob(object *op, object *top) { 1268merge_ob (object *op, object *top)
1269{
1425 if(!op->nrof) 1270 if (!op->nrof)
1426 return 0; 1271 return 0;
1272
1427 if(top==NULL) 1273 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1274 for (top = op; top != NULL && top->above != NULL; top = top->above);
1275
1429 for(;top!=NULL;top=top->below) { 1276 for (; top != NULL; top = top->below)
1277 {
1430 if(top==op) 1278 if (top == op)
1431 continue; 1279 continue;
1432 if (CAN_MERGE(op,top)) 1280 if (CAN_MERGE (op, top))
1433 { 1281 {
1434 top->nrof+=op->nrof; 1282 top->nrof += op->nrof;
1283
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1284/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1285 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1286 remove_ob (op);
1438 free_object(op); 1287 free_object (op);
1439 return top; 1288 return top;
1440 } 1289 }
1441 } 1290 }
1291
1442 return NULL; 1292 return 0;
1443} 1293}
1444 1294
1445/* 1295/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1296 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1297 * job preparing multi-part monsters
1448 */ 1298 */
1299object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1300insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1301{
1450 object* tmp; 1302 object *tmp;
1303
1451 if (op->head) 1304 if (op->head)
1452 op=op->head; 1305 op = op->head;
1306
1453 for (tmp=op;tmp;tmp=tmp->more){ 1307 for (tmp = op; tmp; tmp = tmp->more)
1308 {
1454 tmp->x=x+tmp->arch->clone.x; 1309 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1310 tmp->y = y + tmp->arch->clone.y;
1456 } 1311 }
1312
1457 return insert_ob_in_map (op, m, originator, flag); 1313 return insert_ob_in_map (op, m, originator, flag);
1458} 1314}
1459 1315
1460/* 1316/*
1461 * insert_ob_in_map (op, map, originator, flag): 1317 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1318 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1332 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1333 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1334 * just 'op' otherwise
1479 */ 1335 */
1480 1336
1337object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1338insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1482{ 1339{
1483 object *tmp, *top, *floor=NULL; 1340 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1341 sint16 x, y;
1485 1342
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1343 if (QUERY_FLAG (op, FLAG_FREED))
1344 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1345 LOG (llevError, "Trying to insert freed object!\n");
1346 return NULL;
1347 }
1348
1349 if (m == NULL)
1350 {
1351 dump_object (op);
1352 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1353 return op;
1354 }
1355
1356 if (out_of_map (m, op->x, op->y))
1357 {
1358 dump_object (op);
1359 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1360#ifdef MANY_CORES
1361 /* Better to catch this here, as otherwise the next use of this object
1362 * is likely to cause a crash. Better to find out where it is getting
1363 * improperly inserted.
1364 */
1365 abort ();
1366#endif
1367 return op;
1368 }
1369
1370 if (!QUERY_FLAG (op, FLAG_REMOVED))
1371 {
1372 dump_object (op);
1373 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1374 return op;
1375 }
1376
1377 if (op->more != NULL)
1378 {
1379 /* The part may be on a different map. */
1380
1381 object *more = op->more;
1382
1383 /* We really need the caller to normalize coordinates - if
1384 * we set the map, that doesn't work if the location is within
1385 * a map and this is straddling an edge. So only if coordinate
1386 * is clear wrong do we normalize it.
1387 */
1388 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1389 more->map = get_map_from_coord (m, &more->x, &more->y);
1390 else if (!more->map)
1391 {
1392 /* For backwards compatibility - when not dealing with tiled maps,
1393 * more->map should always point to the parent.
1394 */
1395 more->map = m;
1396 }
1397
1398 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1399 {
1400 if (!op->head)
1401 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1402
1403 return NULL;
1404 }
1405 }
1406
1407 CLEAR_FLAG (op, FLAG_REMOVED);
1408
1409 /* Ideally, the caller figures this out. However, it complicates a lot
1410 * of areas of callers (eg, anything that uses find_free_spot would now
1411 * need extra work
1412 */
1413 op->map = get_map_from_coord (m, &op->x, &op->y);
1414 x = op->x;
1415 y = op->y;
1416
1417 /* this has to be done after we translate the coordinates.
1418 */
1419 if (op->nrof && !(flag & INS_NO_MERGE))
1420 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1421 if (CAN_MERGE (op, tmp))
1422 {
1423 op->nrof += tmp->nrof;
1424 remove_ob (tmp);
1425 free_object (tmp);
1426 }
1427
1428 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1429 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1430
1431 if (!QUERY_FLAG (op, FLAG_ALIVE))
1432 CLEAR_FLAG (op, FLAG_NO_STEAL);
1433
1434 if (flag & INS_BELOW_ORIGINATOR)
1435 {
1436 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1437 {
1438 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1439 abort ();
1440 }
1441
1442 op->above = originator;
1443 op->below = originator->below;
1444
1445 if (op->below)
1446 op->below->above = op;
1447 else
1448 SET_MAP_OB (op->map, op->x, op->y, op);
1449
1450 /* since *below* originator, no need to update top */
1451 originator->below = op;
1452 }
1453 else
1454 {
1455 /* If there are other objects, then */
1456 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1457 {
1458 object *last = NULL;
1459
1460 /*
1461 * If there are multiple objects on this space, we do some trickier handling.
1462 * We've already dealt with merging if appropriate.
1463 * Generally, we want to put the new object on top. But if
1464 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1465 * floor, we want to insert above that and no further.
1466 * Also, if there are spell objects on this space, we stop processing
1467 * once we get to them. This reduces the need to traverse over all of
1468 * them when adding another one - this saves quite a bit of cpu time
1469 * when lots of spells are cast in one area. Currently, it is presumed
1470 * that flying non pickable objects are spell objects.
1471 */
1472
1473 while (top != NULL)
1474 {
1475 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1476 floor = top;
1477
1478 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1479 {
1480 /* We insert above top, so we want this object below this */
1481 top = top->below;
1482 break;
1483 }
1484
1485 last = top;
1486 top = top->above;
1487 }
1488
1489 /* Don't want top to be NULL, so set it to the last valid object */
1490 top = last;
1491
1492 /* We let update_position deal with figuring out what the space
1493 * looks like instead of lots of conditions here.
1494 * makes things faster, and effectively the same result.
1495 */
1496
1497 /* Have object 'fall below' other objects that block view.
1498 * Unless those objects are exits, type 66
1499 * If INS_ON_TOP is used, don't do this processing
1500 * Need to find the object that in fact blocks view, otherwise
1501 * stacking is a bit odd.
1502 */
1503 if (!(flag & INS_ON_TOP) &&
1504 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1505 {
1506 for (last = top; last != floor; last = last->below)
1507 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1508 break;
1509 /* Check to see if we found the object that blocks view,
1510 * and make sure we have a below pointer for it so that
1511 * we can get inserted below this one, which requires we
1512 * set top to the object below us.
1513 */
1514 if (last && last->below && last != floor)
1515 top = last->below;
1516 }
1517 } /* If objects on this space */
1518
1519 if (flag & INS_MAP_LOAD)
1520 top = GET_MAP_TOP (op->map, op->x, op->y);
1521
1522 if (flag & INS_ABOVE_FLOOR_ONLY)
1523 top = floor;
1524
1525 /* Top is the object that our object (op) is going to get inserted above.
1526 */
1527
1528 /* First object on this space */
1529 if (!top)
1530 {
1531 op->above = GET_MAP_OB (op->map, op->x, op->y);
1532
1533 if (op->above)
1534 op->above->below = op;
1535
1536 op->below = NULL;
1537 SET_MAP_OB (op->map, op->x, op->y, op);
1538 }
1539 else
1540 { /* get inserted into the stack above top */
1541 op->above = top->above;
1542
1543 if (op->above)
1544 op->above->below = op;
1545
1546 op->below = top;
1547 top->above = op;
1548 }
1549
1550 if (op->above == NULL)
1551 SET_MAP_TOP (op->map, op->x, op->y, op);
1552 } /* else not INS_BELOW_ORIGINATOR */
1553
1554 if (op->type == PLAYER)
1555 op->contr->do_los = 1;
1556
1557 /* If we have a floor, we know the player, if any, will be above
1558 * it, so save a few ticks and start from there.
1559 */
1560 if (!(flag & INS_MAP_LOAD))
1561 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1562 if (tmp->type == PLAYER)
1563 tmp->contr->socket.update_look = 1;
1564
1565 /* If this object glows, it may affect lighting conditions that are
1566 * visible to others on this map. But update_all_los is really
1567 * an inefficient way to do this, as it means los for all players
1568 * on the map will get recalculated. The players could very well
1569 * be far away from this change and not affected in any way -
1570 * this should get redone to only look for players within range,
1571 * or just updating the P_NEED_UPDATE for spaces within this area
1572 * of effect may be sufficient.
1573 */
1574 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1575 update_all_los (op->map, op->x, op->y);
1576
1577 /* updates flags (blocked, alive, no magic, etc) for this map space */
1578 update_object (op, UP_OBJ_INSERT);
1579
1580 /* Don't know if moving this to the end will break anything. However,
1581 * we want to have update_look set above before calling this.
1582 *
1583 * check_move_on() must be after this because code called from
1584 * check_move_on() depends on correct map flags (so functions like
1585 * blocked() and wall() work properly), and these flags are updated by
1586 * update_object().
1587 */
1588
1589 /* if this is not the head or flag has been passed, don't check walk on status */
1590 if (!(flag & INS_NO_WALK_ON) && !op->head)
1591 {
1592 if (check_move_on (op, originator))
1488 return NULL; 1593 return NULL;
1489 }
1490 if(m==NULL) {
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493 return op;
1494 }
1495 if(out_of_map(m,op->x,op->y)) {
1496 dump_object(op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498#ifdef MANY_CORES
1499 /* 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
1501 * improperly inserted.
1502 */
1503 abort();
1504#endif
1505 return op;
1506 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op;
1511 }
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */
1514 1594
1515 object *more = op->more;
1516
1517 /* We really need the caller to normalize coordinates - if
1518 * 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
1520 * is clear wrong do we normalize it.
1521 */
1522 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);
1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent.
1530 */
1531 more->map = m;
1532 }
1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535 if ( ! op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL;
1538 }
1539 }
1540 CLEAR_FLAG(op,FLAG_REMOVED);
1541
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
1547 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work
1549 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y);
1551 x = op->x;
1552 y = op->y;
1553
1554 /* this has to be done after we translate the coordinates.
1555 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) {
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1558 if (CAN_MERGE(op,tmp)) {
1559 op->nrof+=tmp->nrof;
1560 remove_ob(tmp);
1561 free_object(tmp);
1562 }
1563 }
1564
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1567 if (!QUERY_FLAG(op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL);
1569
1570 if (flag & INS_BELOW_ORIGINATOR) {
1571 if (originator->map != op->map || originator->x != op->x ||
1572 originator->y != op->y) {
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 /*
1587 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects.
1597 */
1598
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;
1612 }
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 */
1640 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y);
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1643
1644 /* Top is the object that our object (op) is going to get inserted above.
1645 */
1646
1647 /* First object on this space */
1648 if (!top) {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y);
1650 if (op->above) op->above->below = op;
1651 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */
1654 op->above = top->above;
1655 if (op->above) op->above->below = op;
1656 op->below = top;
1657 top->above = op;
1658 }
1659 if (op->above==NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */
1662
1663 if(op->type==PLAYER)
1664 op->contr->do_los=1;
1665
1666 /* 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.
1668 */
1669 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1671 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1;
1673 }
1674
1675 /* If this object glows, it may affect lighting conditions that are
1676 * 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
1678 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient.
1683 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y);
1686
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT);
1690
1691
1692 /* 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.
1694 *
1695 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object().
1699 */
1700
1701 /* 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) {
1704 if (check_move_on(op, originator))
1705 return NULL;
1706
1707 /* If we are a multi part object, lets work our way through the check 1595 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1596 * walk on's.
1709 */ 1597 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1598 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1599 if (check_move_on (tmp, originator))
1712 return NULL; 1600 return NULL;
1713 } 1601 }
1602
1714 return op; 1603 return op;
1715} 1604}
1716 1605
1717/* this function inserts an object in the map, but if it 1606/* 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. 1607 * 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. 1608 * op is the object to insert it under: supplies x and the map.
1720 */ 1609 */
1610void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1611replace_insert_ob_in_map (const char *arch_string, object *op)
1612{
1722 object *tmp; 1613 object *
1723 object *tmp1; 1614 tmp;
1615 object *
1616 tmp1;
1724 1617
1725 /* first search for itself and remove any old instances */ 1618 /* first search for itself and remove any old instances */
1726 1619
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1620 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1621 {
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1622 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1623 {
1729 remove_ob(tmp); 1624 remove_ob (tmp);
1730 free_object(tmp); 1625 free_object (tmp);
1731 } 1626 }
1732 } 1627 }
1733 1628
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1629 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1630
1736 1631 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1632 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1633 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1634}
1740 1635
1741/* 1636/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1637 * 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 1638 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1639 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1640 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1641 * global static errmsg array.
1747 */ 1642 */
1748 1643
1644object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1645get_split_ob (object *orig_ob, uint32 nr)
1750 object *newob; 1646{
1647 object *
1648 newob;
1649 int
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1650 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1651
1753 if(orig_ob->nrof<nr) { 1652 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.", 1653 {
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1654 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1756 return NULL; 1655 return NULL;
1757 } 1656 }
1657
1758 newob = object_create_clone(orig_ob); 1658 newob = object_create_clone (orig_ob);
1659
1759 if((orig_ob->nrof-=nr)<1) { 1660 if ((orig_ob->nrof -= nr) < 1)
1661 {
1760 if ( ! is_removed) 1662 if (!is_removed)
1761 remove_ob(orig_ob); 1663 remove_ob (orig_ob);
1762 free_object2(orig_ob, 1); 1664 free_object2 (orig_ob, 1);
1763 } 1665 }
1764 else if ( ! is_removed) { 1666 else if (!is_removed)
1667 {
1765 if(orig_ob->env!=NULL) 1668 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1669 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1670 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1671 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1672 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"); 1673 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1674 return NULL;
1772 } 1675 }
1773 } 1676 }
1677
1774 newob->nrof=nr; 1678 newob->nrof = nr;
1775 1679
1776 return newob; 1680 return newob;
1777} 1681}
1778 1682
1779/* 1683/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1684 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1685 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1686 * is subsequently removed and freed.
1783 * 1687 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1688 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1689 */
1786 1690
1691object *
1787object *decrease_ob_nr (object *op, uint32 i) 1692decrease_ob_nr (object *op, uint32 i)
1788{ 1693{
1789 object *tmp; 1694 object *tmp;
1790 player *pl; 1695 player *pl;
1791 1696
1792 if (i == 0) /* objects with op->nrof require this check */ 1697 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1698 return op;
1794 1699
1795 if (i > op->nrof) 1700 if (i > op->nrof)
1796 i = op->nrof; 1701 i = op->nrof;
1797 1702
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1703 if (QUERY_FLAG (op, FLAG_REMOVED))
1704 op->nrof -= i;
1705 else if (op->env != NULL)
1706 {
1707 /* is this object in the players inventory, or sub container
1708 * therein?
1709 */
1710 tmp = is_player_inv (op->env);
1711 /* nope. Is this a container the player has opened?
1712 * If so, set tmp to that player.
1713 * IMO, searching through all the players will mostly
1714 * likely be quicker than following op->env to the map,
1715 * and then searching the map for a player.
1716 */
1717 if (!tmp)
1718 {
1719 for (pl = first_player; pl; pl = pl->next)
1720 if (pl->ob->container == op->env)
1721 break;
1722 if (pl)
1723 tmp = pl->ob;
1724 else
1725 tmp = NULL;
1726 }
1727
1728 if (i < op->nrof)
1729 {
1730 sub_weight (op->env, op->weight * i);
1731 op->nrof -= i;
1732 if (tmp)
1733 {
1734 esrv_send_item (tmp, op);
1735 }
1736 }
1737 else
1738 {
1739 remove_ob (op);
1740 op->nrof = 0;
1741 if (tmp)
1742 {
1743 esrv_del_item (tmp->contr, op->count);
1744 }
1745 }
1799 { 1746 }
1747 else
1748 {
1749 object *above = op->above;
1750
1751 if (i < op->nrof)
1800 op->nrof -= i; 1752 op->nrof -= i;
1801 } 1753 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 } 1754 {
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); 1755 remove_ob (op);
1829 op->nrof = 0; 1756 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1757 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1758
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 */ 1759 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1760 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1761 if (tmp->type == PLAYER)
1762 {
1848 if (op->nrof) 1763 if (op->nrof)
1849 esrv_send_item(tmp, op); 1764 esrv_send_item (tmp, op);
1850 else 1765 else
1851 esrv_del_item(tmp->contr, op->count); 1766 esrv_del_item (tmp->contr, op->count);
1852 } 1767 }
1853 } 1768 }
1854 1769
1855 if (op->nrof) { 1770 if (op->nrof)
1856 return op; 1771 return op;
1857 } else { 1772 else
1773 {
1858 free_object (op); 1774 free_object (op);
1859 return NULL; 1775 return NULL;
1860 } 1776 }
1861} 1777}
1862 1778
1863/* 1779/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1780 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1781 * and also updates how much the environment(s) is/are carrying.
1866 */ 1782 */
1867 1783
1784void
1868void add_weight (object *op, signed long weight) { 1785add_weight (object *op, signed long weight)
1786{
1869 while (op!=NULL) { 1787 while (op != NULL)
1788 {
1870 if (op->type == CONTAINER) { 1789 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1790 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1791
1873 op->carrying+=weight; 1792 op->carrying += weight;
1874 op=op->env; 1793 op = op->env;
1875 } 1794 }
1876} 1795}
1877 1796
1878/* 1797/*
1879 * insert_ob_in_ob(op,environment): 1798 * insert_ob_in_ob(op,environment):
1880 * This function inserts the object op in the linked list 1799 * This function inserts the object op in the linked list
1887 * 1806 *
1888 * The function returns now pointer to inserted item, and return value can 1807 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1808 * be != op, if items are merged. -Tero
1890 */ 1809 */
1891 1810
1811object *
1892object *insert_ob_in_ob(object *op,object *where) { 1812insert_ob_in_ob (object *op, object *where)
1893 object *tmp, *otmp; 1813{
1814 object *
1815 tmp, *
1816 otmp;
1894 1817
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1818 if (!QUERY_FLAG (op, FLAG_REMOVED))
1819 {
1896 dump_object(op); 1820 dump_object (op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1821 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1898 return op; 1822 return op;
1899 } 1823 }
1824
1900 if(where==NULL) { 1825 if (where == NULL)
1826 {
1901 dump_object(op); 1827 dump_object (op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1828 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1903 return op; 1829 return op;
1904 } 1830 }
1831
1905 if (where->head) { 1832 if (where->head)
1906 LOG(llevDebug, 1833 {
1907 "Warning: Tried to insert object wrong part of multipart object.\n"); 1834 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head; 1835 where = where->head;
1909 } 1836 }
1837
1910 if (op->more) { 1838 if (op->more)
1839 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1840 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1841 return op;
1914 } 1842 }
1843
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1844 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1845 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1846 if (op->nrof)
1847 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1848 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1849 if (CAN_MERGE (tmp, op))
1850 {
1920 /* return the original object and remove inserted object 1851 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1852 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1853 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1854 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1855 * tmp->nrof, we need to increase the weight.
1925 */ 1856 */
1926 add_weight (where, op->weight*op->nrof); 1857 add_weight (where, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1858 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1859 free_object (op); /* free the inserted object */
1929 op = tmp; 1860 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1861 remove_ob (op); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1862 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1863 break;
1933 } 1864 }
1934 1865
1935 /* I assume combined objects have no inventory 1866 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1867 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1868 * (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 1869 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1870 * the linking below
1940 */ 1871 */
1941 add_weight (where, op->weight*op->nrof); 1872 add_weight (where, op->weight * op->nrof);
1873 }
1942 } else 1874 else
1943 add_weight (where, (op->weight+op->carrying)); 1875 add_weight (where, (op->weight + op->carrying));
1944 1876
1945 otmp=is_player_inv(where); 1877 otmp = is_player_inv (where);
1946 if (otmp&&otmp->contr!=NULL) { 1878 if (otmp && otmp->contr != NULL)
1879 {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1880 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1881 fix_player (otmp);
1949 } 1882 }
1950 1883
1951 op->map=NULL; 1884 op->map = NULL;
1952 op->env=where; 1885 op->env = where;
1953 op->above=NULL; 1886 op->above = NULL;
1954 op->below=NULL; 1887 op->below = NULL;
1955 op->x=0,op->y=0; 1888 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1889
1958 /* reset the light list and los of the players on the map */ 1890 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1891 if ((op->glow_radius != 0) && where->map)
1960 { 1892 {
1961#ifdef DEBUG_LIGHTS 1893#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1894 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1895#endif /* DEBUG_LIGHTS */
1896 if (MAP_DARKNESS (where->map))
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1897 update_all_los (where->map, where->x, where->y);
1966 } 1898 }
1967 1899
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1900 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1901 * It sure simplifies this function...
1970 */ 1902 */
1971 if (where->inv==NULL) 1903 if (where->inv == NULL)
1972 where->inv=op; 1904 where->inv = op;
1973 else { 1905 else
1906 {
1974 op->below = where->inv; 1907 op->below = where->inv;
1975 op->below->above = op; 1908 op->below->above = op;
1976 where->inv = op; 1909 where->inv = op;
1977 } 1910 }
1978 return op; 1911 return op;
1979} 1912}
1980 1913
1981/* 1914/*
1982 * Checks if any objects has a move_type that matches objects 1915 * Checks if any objects has a move_type that matches objects
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1930 * 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 1931 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1932 * on top.
2000 */ 1933 */
2001 1934
1935int
2002int check_move_on (object *op, object *originator) 1936check_move_on (object *op, object *originator)
2003{ 1937{
2004 object *tmp; 1938 object *
2005 tag_t tag; 1939 tmp;
2006 mapstruct *m=op->map; 1940 tag_t
1941 tag;
1942 mapstruct *
1943 m = op->map;
1944 int
2007 int x=op->x, y=op->y; 1945 x = op->x, y = op->y;
2008 MoveType move_on, move_slow, move_block;
2009 1946
1947 MoveType
1948 move_on,
1949 move_slow,
1950 move_block;
1951
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1952 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0; 1953 return 0;
2012 1954
2013 tag = op->count; 1955 tag = op->count;
2014 1956
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1957 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); 1958 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); 1959 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2018 1960
2019 /* if nothing on this space will slow op down or be applied, 1961 /* 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 1962 * 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 1963 * is set, as lots of objects don't have it set - we treat that
2022 * as walking. 1964 * as walking.
2023 */ 1965 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1966 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0; 1967 return 0;
2026 1968
2027 /* This is basically inverse logic of that below - basically, 1969 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so, 1970 * 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 1971 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct. 1972 * blocked. Logic on this seems confusing, but does seem correct.
2031 */ 1973 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 && 1974 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; 1975 return 0;
2034 1976
2035 /* The objects have to be checked from top to bottom. 1977 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top: 1978 * Hence, we first go to the top:
2037 */ 1979 */
2038 1980
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1981 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2040 tmp->above!=NULL; tmp=tmp->above) { 1982 {
2041 /* Trim the search when we find the first other spell effect 1983 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects, 1984 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them. 1985 * we don't need to check all of them.
2044 */ 1986 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1987 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1988 break;
1989 }
1990
1991 for (; tmp; tmp = tmp->below)
2046 } 1992 {
2047 for(;tmp!=NULL; tmp=tmp->below) { 1993 if (tmp == op)
2048 if (tmp == op) continue; /* Can't apply yourself */ 1994 continue; /* Can't apply yourself */
2049 1995
2050 /* Check to see if one of the movement types should be slowed down. 1996 /* 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 1997 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the 1998 * (~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 1999 * 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. 2000 * swim on that space, can't use it to avoid the penalty.
2055 */ 2001 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2002 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2003 {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2004 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)) { 2005 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2006 {
2060 2007
2061 float diff; 2008 float
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed); 2009 diff = tmp->move_slow_penalty * FABS (op->speed);
2010
2064 if (op->type == PLAYER) { 2011 if (op->type == PLAYER)
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2012 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))) { 2013 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2067 diff /= 4.0; 2014 diff /= 4.0;
2068 } 2015
2069 }
2070 op->speed_left -= diff; 2016 op->speed_left -= diff;
2071 } 2017 }
2072 } 2018 }
2073 2019
2074 /* Basically same logic as above, except now for actual apply. */ 2020 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2021 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)) { 2022 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2078 2023 {
2079 move_apply(tmp, op, originator); 2024 move_apply (tmp, op, originator);
2025
2080 if (was_destroyed (op, tag)) 2026 if (was_destroyed (op, tag))
2081 return 1; 2027 return 1;
2082 2028
2083 /* what the person/creature stepped onto has moved the object 2029 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did, 2030 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result. 2031 * have a feeling strange problems would result.
2086 */ 2032 */
2087 if (op->map != m || op->x != x || op->y != y) return 0; 2033 if (op->map != m || op->x != x || op->y != y)
2034 return 0;
2088 } 2035 }
2089 } 2036 }
2037
2090 return 0; 2038 return 0;
2091} 2039}
2092 2040
2093/* 2041/*
2094 * present_arch(arch, map, x, y) searches for any objects with 2042 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 2043 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 2044 * The first matching object is returned, or NULL if none.
2097 */ 2045 */
2098 2046
2047object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2048present_arch (const archetype *at, mapstruct *m, int x, int y)
2049{
2100 object *tmp; 2050 object *
2051 tmp;
2052
2101 if(m==NULL || out_of_map(m,x,y)) { 2053 if (m == NULL || out_of_map (m, x, y))
2054 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 2055 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 2056 return NULL;
2104 } 2057 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2058 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 2059 if (tmp->arch == at)
2107 return tmp; 2060 return tmp;
2108 return NULL; 2061 return NULL;
2109} 2062}
2110 2063
2111/* 2064/*
2112 * present(type, map, x, y) searches for any objects with 2065 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 2066 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 2067 * The first matching object is returned, or NULL if none.
2115 */ 2068 */
2116 2069
2070object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 2071present (unsigned char type, mapstruct *m, int x, int y)
2072{
2118 object *tmp; 2073 object *
2074 tmp;
2075
2119 if(out_of_map(m,x,y)) { 2076 if (out_of_map (m, x, y))
2077 {
2120 LOG(llevError,"Present called outside map.\n"); 2078 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 2079 return NULL;
2122 } 2080 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2081 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 2082 if (tmp->type == type)
2125 return tmp; 2083 return tmp;
2126 return NULL; 2084 return NULL;
2127} 2085}
2128 2086
2129/* 2087/*
2130 * present_in_ob(type, object) searches for any objects with 2088 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 2089 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 2090 * The first matching object is returned, or NULL if none.
2133 */ 2091 */
2134 2092
2093object *
2135object *present_in_ob(unsigned char type, const object *op) { 2094present_in_ob (unsigned char type, const object *op)
2095{
2136 object *tmp; 2096 object *
2097 tmp;
2098
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2099 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 2100 if (tmp->type == type)
2139 return tmp; 2101 return tmp;
2140 return NULL; 2102 return NULL;
2141} 2103}
2142 2104
2143/* 2105/*
2153 * the object name, not the archetype name. this is so that the 2115 * 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 2116 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2117 * to be unique.
2156 */ 2118 */
2157 2119
2120object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2121present_in_ob_by_name (int type, const char *str, const object *op)
2122{
2159 object *tmp; 2123 object *
2124 tmp;
2160 2125
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2126 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2127 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2128 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2129 return tmp;
2164 } 2130 }
2165 return NULL; 2131 return NULL;
2166} 2132}
2167 2133
2168/* 2134/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2135 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2136 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2137 * The first matching object is returned, or NULL if none.
2172 */ 2138 */
2173 2139
2140object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2141present_arch_in_ob (const archetype *at, const object *op)
2142{
2175 object *tmp; 2143 object *
2144 tmp;
2145
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2146 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2147 if (tmp->arch == at)
2178 return tmp; 2148 return tmp;
2179 return NULL; 2149 return NULL;
2180} 2150}
2181 2151
2182/* 2152/*
2183 * activate recursively a flag on an object inventory 2153 * activate recursively a flag on an object inventory
2184 */ 2154 */
2155void
2185void flag_inv(object*op, int flag){ 2156flag_inv (object *op, int flag)
2157{
2186 object *tmp; 2158 object *
2159 tmp;
2160
2187 if(op->inv) 2161 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2162 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2163 {
2189 SET_FLAG(tmp, flag); 2164 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2165 flag_inv (tmp, flag);
2191 } 2166 }
2192}/* 2167} /*
2193 * desactivate recursively a flag on an object inventory 2168 * desactivate recursively a flag on an object inventory
2194 */ 2169 */
2170void
2195void unflag_inv(object*op, int flag){ 2171unflag_inv (object *op, int flag)
2172{
2196 object *tmp; 2173 object *
2174 tmp;
2175
2197 if(op->inv) 2176 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2177 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 {
2199 CLEAR_FLAG(tmp, flag); 2179 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2180 unflag_inv (tmp, flag);
2201 } 2181 }
2202} 2182}
2203 2183
2204/* 2184/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2185 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2186 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2187 * 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. 2188 * him/her-self and all object carried by a call to this function.
2209 */ 2189 */
2210 2190
2191void
2211void set_cheat(object *op) { 2192set_cheat (object *op)
2193{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2194 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2195 flag_inv (op, FLAG_WAS_WIZ);
2214} 2196}
2215 2197
2216/* 2198/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2199 * 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 2200 * a spot at the given map and coordinates which will be able to contain
2233 * to know if the space in question will block the object. We can't use 2215 * 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 2216 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2217 * customized, changed states, etc.
2236 */ 2218 */
2237 2219
2220int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2221find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2222{
2223 int
2224 i,
2239 int i,index=0, flag; 2225 index = 0, flag;
2226 static int
2240 static int altern[SIZEOFFREE]; 2227 altern[SIZEOFFREE];
2241 2228
2242 for(i=start;i<stop;i++) { 2229 for (i = start; i < stop; i++)
2230 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2231 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2232 if (!flag)
2245 altern[index++]=i; 2233 altern[index++] = i;
2246 2234
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2235 /* 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. 2236 * 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 - 2237 * 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 2238 * 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 2239 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2240 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2241 * won't look 2 spaces south of the target space.
2254 */ 2242 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2243 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2244 stop = maxfree[i];
2257 } 2245 }
2258 if(!index) return -1; 2246 if (!index)
2247 return -1;
2259 return altern[RANDOM()%index]; 2248 return altern[RANDOM () % index];
2260} 2249}
2261 2250
2262/* 2251/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2252 * find_first_free_spot(archetype, mapstruct, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2253 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2254 * 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. 2255 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2256 */
2268 2257
2258int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2259find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2260{
2261 int
2270 int i; 2262 i;
2263
2271 for(i=0;i<SIZEOFFREE;i++) { 2264 for (i = 0; i < SIZEOFFREE; i++)
2265 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2266 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2267 return i;
2274 } 2268 }
2275 return -1; 2269 return -1;
2276} 2270}
2277 2271
2278/* 2272/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2273 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2274 * arr[begin..end-1].
2281 */ 2275 */
2276static void
2282static void permute(int *arr, int begin, int end) 2277permute (int *arr, int begin, int end)
2283{ 2278{
2284 int i, j, tmp, len; 2279 int
2280 i,
2281 j,
2282 tmp,
2283 len;
2285 2284
2286 len = end-begin; 2285 len = end - begin;
2287 for(i = begin; i < end; i++) 2286 for (i = begin; i < end; i++)
2288 { 2287 {
2289 j = begin+RANDOM()%len; 2288 j = begin + RANDOM () % len;
2290 2289
2291 tmp = arr[i]; 2290 tmp = arr[i];
2292 arr[i] = arr[j]; 2291 arr[i] = arr[j];
2293 arr[j] = tmp; 2292 arr[j] = tmp;
2294 } 2293 }
2295} 2294}
2296 2295
2297/* new function to make monster searching more efficient, and effective! 2296/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2297 * 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 2298 * 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 2299 * 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 2300 * 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. 2301 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2302 */
2303void
2304void get_search_arr(int *search_arr) 2304get_search_arr (int *search_arr)
2305{ 2305{
2306 int
2306 int i; 2307 i;
2307 2308
2308 for(i = 0; i < SIZEOFFREE; i++) 2309 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2310 {
2310 search_arr[i] = i; 2311 search_arr[i] = i;
2311 } 2312 }
2312 2313
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2314 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2315 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2316 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2317}
2317 2318
2318/* 2319/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2320 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2321 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2327 * 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 2328 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2329 * there is capable of.
2329 */ 2330 */
2330 2331
2332int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2333find_dir (mapstruct *m, int x, int y, object *exclude)
2334{
2335 int
2336 i,
2332 int i,max=SIZEOFFREE, mflags; 2337 max = SIZEOFFREE, mflags;
2338
2333 sint16 nx, ny; 2339 sint16 nx, ny;
2334 object *tmp; 2340 object *
2341 tmp;
2335 mapstruct *mp; 2342 mapstruct *
2343 mp;
2344
2336 MoveType blocked, move_type; 2345 MoveType blocked, move_type;
2337 2346
2338 if (exclude && exclude->head) { 2347 if (exclude && exclude->head)
2348 {
2339 exclude = exclude->head; 2349 exclude = exclude->head;
2340 move_type = exclude->move_type; 2350 move_type = exclude->move_type;
2341 } else { 2351 }
2352 else
2353 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2354 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2355 move_type = MOVE_ALL;
2356 }
2357
2358 for (i = 1; i < max; i++)
2344 } 2359 {
2345
2346 for(i=1;i<max;i++) {
2347 mp = m; 2360 mp = m;
2348 nx = x + freearr_x[i]; 2361 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2362 ny = y + freearr_y[i];
2350 2363
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2364 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2365 if (mflags & P_OUT_OF_MAP)
2366 {
2353 max = maxfree[i]; 2367 max = maxfree[i];
2368 }
2354 } else { 2369 else
2370 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2371 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2372
2357 if ((move_type & blocked) == move_type) { 2373 if ((move_type & blocked) == move_type)
2374 {
2358 max=maxfree[i]; 2375 max = maxfree[i];
2376 }
2359 } else if (mflags & P_IS_ALIVE) { 2377 else if (mflags & P_IS_ALIVE)
2378 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2379 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2380 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2381 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2382 {
2363 break; 2383 break;
2364 } 2384 }
2365 } 2385 }
2366 if(tmp) { 2386 if (tmp)
2387 {
2367 return freedir[i]; 2388 return freedir[i];
2368 } 2389 }
2369 } 2390 }
2370 } 2391 }
2371 } 2392 }
2372 return 0; 2393 return 0;
2373} 2394}
2374 2395
2375/* 2396/*
2376 * distance(object 1, object 2) will return the square of the 2397 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2398 * distance between the two given objects.
2378 */ 2399 */
2379 2400
2401int
2380int distance(const object *ob1, const object *ob2) { 2402distance (const object *ob1, const object *ob2)
2403{
2381 int i; 2404 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2405 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2406
2407 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2408 return i;
2385} 2409}
2386 2410
2387/* 2411/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2412 * 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 2413 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2414 * object, needs to travel toward it.
2391 */ 2415 */
2392 2416
2417int
2393int find_dir_2(int x, int y) { 2418find_dir_2 (int x, int y)
2419{
2394 int q; 2420 int
2421 q;
2395 2422
2396 if(y) 2423 if (y)
2397 q=x*100/y; 2424 q = x * 100 / y;
2398 else if (x) 2425 else if (x)
2399 q= -300*x; 2426 q = -300 * x;
2400 else 2427 else
2401 return 0; 2428 return 0;
2402 2429
2403 if(y>0) { 2430 if (y > 0)
2431 {
2404 if(q < -242) 2432 if (q < -242)
2405 return 3 ; 2433 return 3;
2406 if (q < -41) 2434 if (q < -41)
2407 return 2 ; 2435 return 2;
2408 if (q < 41) 2436 if (q < 41)
2409 return 1 ; 2437 return 1;
2410 if (q < 242) 2438 if (q < 242)
2411 return 8 ; 2439 return 8;
2412 return 7 ; 2440 return 7;
2413 } 2441 }
2414 2442
2415 if (q < -242) 2443 if (q < -242)
2416 return 7 ; 2444 return 7;
2417 if (q < -41) 2445 if (q < -41)
2418 return 6 ; 2446 return 6;
2419 if (q < 41) 2447 if (q < 41)
2420 return 5 ; 2448 return 5;
2421 if (q < 242) 2449 if (q < 242)
2422 return 4 ; 2450 return 4;
2423 2451
2424 return 3 ; 2452 return 3;
2425} 2453}
2426 2454
2427/* 2455/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2456 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2457 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2458 * "overflow" in previous calculations of a direction).
2431 */ 2459 */
2432 2460
2461int
2433int absdir(int d) { 2462absdir (int d)
2434 while(d<1) d+=8; 2463{
2435 while(d>8) d-=8; 2464 while (d < 1)
2465 d += 8;
2466 while (d > 8)
2467 d -= 8;
2436 return d; 2468 return d;
2437} 2469}
2438 2470
2439/* 2471/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2472 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2473 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2474 */
2443 2475
2476int
2444int dirdiff(int dir1, int dir2) { 2477dirdiff (int dir1, int dir2)
2478{
2445 int d; 2479 int
2480 d;
2481
2446 d = abs(dir1 - dir2); 2482 d = abs (dir1 - dir2);
2447 if(d>4) 2483 if (d > 4)
2448 d = 8 - d; 2484 d = 8 - d;
2449 return d; 2485 return d;
2450} 2486}
2451 2487
2452/* peterm: 2488/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2493 * 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 2494 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2495 * functions.
2460 */ 2496 */
2461 2497
2498int
2462int reduction_dir[SIZEOFFREE][3] = { 2499 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2500 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2501 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2502 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2503 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2504 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2505 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2506 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2507 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2508 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2509 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2510 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2511 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2512 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2513 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2514 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2515 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2516 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2517 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2518 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2519 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2520 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2521 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2522 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2523 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2524 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2525 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2526 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2527 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2528 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2529 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2530 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2531 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2532 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2533 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2534 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2535 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2536 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2537 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2538 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2539 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2540 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2541 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2542 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2543 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2544 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2545 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2546 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2547 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2548 {24, 9, -1}
2549}; /* 48 */
2512 2550
2513/* Recursive routine to step back and see if we can 2551/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2552 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2553 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2554 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2555 * Modified to be map tile aware -.MSW
2518 */ 2556 */
2519
2520 2557
2558
2559int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2560can_see_monsterP (mapstruct *m, int x, int y, int dir)
2561{
2522 sint16 dx, dy; 2562 sint16 dx, dy;
2563 int
2523 int mflags; 2564 mflags;
2524 2565
2566 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2567 return 0; /* exit condition: invalid direction */
2526 2568
2527 dx = x + freearr_x[dir]; 2569 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2570 dy = y + freearr_y[dir];
2529 2571
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2572 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2573
2532 /* This functional arguably was incorrect before - it was 2574 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2575 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2576 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2577 * 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 2578 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2579 * at least its move type.
2538 */ 2580 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2581 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2582 return 0;
2540 2583
2541 /* yes, can see. */ 2584 /* yes, can see. */
2542 if(dir < 9) return 1; 2585 if (dir < 9)
2586 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2587 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2588 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2546} 2589}
2547 2590
2548 2591
2549 2592
2550/* 2593/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2594 * 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 2595 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2596 * picked up, otherwise 0.
2554 * 2597 *
2556 * core dumps if they do. 2599 * core dumps if they do.
2557 * 2600 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2601 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2602 */
2560 2603
2604int
2561int can_pick(const object *who, const object *item) { 2605can_pick (const object *who, const object *item)
2606{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2607 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2608 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2609 !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} 2610}
2567 2611
2568 2612
2569/* 2613/*
2570 * create clone from object to another 2614 * create clone from object to another
2571 */ 2615 */
2616object *
2572object *object_create_clone (object *asrc) { 2617object_create_clone (object *asrc)
2618{
2619 object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2620 dst = NULL, *tmp, *src, *part, *prev, *item;
2574 2621
2622 if (!asrc)
2575 if(!asrc) return NULL; 2623 return NULL;
2576 src = asrc; 2624 src = asrc;
2577 if(src->head) 2625 if (src->head)
2578 src = src->head; 2626 src = src->head;
2579 2627
2580 prev = NULL; 2628 prev = NULL;
2581 for(part = src; part; part = part->more) { 2629 for (part = src; part; part = part->more)
2630 {
2582 tmp = get_object(); 2631 tmp = get_object ();
2583 copy_object(part,tmp); 2632 copy_object (part, tmp);
2584 tmp->x -= src->x; 2633 tmp->x -= src->x;
2585 tmp->y -= src->y; 2634 tmp->y -= src->y;
2586 if(!part->head) { 2635 if (!part->head)
2636 {
2587 dst = tmp; 2637 dst = tmp;
2588 tmp->head = NULL; 2638 tmp->head = NULL;
2639 }
2589 } else { 2640 else
2641 {
2590 tmp->head = dst; 2642 tmp->head = dst;
2591 } 2643 }
2592 tmp->more = NULL; 2644 tmp->more = NULL;
2593 if(prev) 2645 if (prev)
2594 prev->more = tmp; 2646 prev->more = tmp;
2595 prev = tmp; 2647 prev = tmp;
2596 } 2648 }
2649
2597 /*** copy inventory ***/ 2650 /*** copy inventory ***/
2598 for(item = src->inv; item; item = item->below) { 2651 for (item = src->inv; item; item = item->below)
2652 {
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2653 (void) insert_ob_in_ob (object_create_clone (item), dst);
2600 } 2654 }
2601 2655
2602 return dst; 2656 return dst;
2603} 2657}
2604 2658
2605/* return true if the object was destroyed, 0 otherwise */ 2659/* return true if the object was destroyed, 0 otherwise */
2660int
2606int was_destroyed (const object *op, tag_t old_tag) 2661was_destroyed (const object *op, tag_t old_tag)
2607{ 2662{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more 2663 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */ 2664 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2665 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2666}
2612 2667
2613/* GROS - Creates an object using a string representing its content. */ 2668/* GROS - Creates an object using a string representing its content. */
2669
2614/* Basically, we save the content of the string to a temp file, then call */ 2670/* Basically, we save the content of the string to a temp file, then call */
2671
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2672/* load_object on it. I admit it is a highly inefficient way to make things, */
2673
2616/* but it was simple to make and allows reusing the load_object function. */ 2674/* but it was simple to make and allows reusing the load_object function. */
2675
2617/* Remember not to use load_object_str in a time-critical situation. */ 2676/* Remember not to use load_object_str in a time-critical situation. */
2677
2618/* Also remember that multiparts objects are not supported for now. */ 2678/* Also remember that multiparts objects are not supported for now. */
2619 2679
2680object *
2620object* load_object_str(const char *obstr) 2681load_object_str (const char *obstr)
2621{ 2682{
2622 object *op; 2683 object *
2623 FILE *tempfile; 2684 op;
2685 char
2624 char filename[MAX_BUF]; 2686 filename[MAX_BUF];
2687
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2688 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2689
2690 FILE *
2626 tempfile=fopen(filename,"w"); 2691 tempfile = fopen (filename, "w");
2692
2627 if (tempfile == NULL) 2693 if (tempfile == NULL)
2628 { 2694 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2695 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2696 return NULL;
2631 }; 2697 }
2698
2632 fprintf(tempfile,obstr); 2699 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2700 fclose (tempfile);
2634 2701
2635 op=get_object(); 2702 op = get_object ();
2636 2703
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); 2704 object_thawer thawer (filename);
2705
2706 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2707 load_object (thawer, op, 0);
2708
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2709 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2710 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2711
2648 return op; 2712 return op;
2649} 2713}
2650 2714
2651/* This returns the first object in who's inventory that 2715/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2716 * has the same type and subtype match.
2653 * returns NULL if no match. 2717 * returns NULL if no match.
2654 */ 2718 */
2719object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2720find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2721{
2657 object *tmp; 2722 object *
2723 tmp;
2658 2724
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2725 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2726 if (tmp->type == type && tmp->subtype == subtype)
2727 return tmp;
2661 2728
2662 return NULL; 2729 return NULL;
2663} 2730}
2664 2731
2665/* If ob has a field named key, return the link from the list, 2732/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2733 * otherwise return NULL.
2667 * 2734 *
2668 * key must be a passed in shared string - otherwise, this won't 2735 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2736 * do the desired thing.
2670 */ 2737 */
2738key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2739get_ob_key_link (const object *ob, const char *key)
2740{
2672 key_value * link; 2741 key_value *
2673 2742 link;
2743
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2744 for (link = ob->key_values; link != NULL; link = link->next)
2745 {
2675 if (link->key == key) { 2746 if (link->key == key)
2747 {
2676 return link; 2748 return link;
2677 } 2749 }
2678 }
2679 2750 }
2751
2680 return NULL; 2752 return NULL;
2681} 2753}
2682 2754
2683/* 2755/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2756 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2757 *
2686 * The argument doesn't need to be a shared string. 2758 * The argument doesn't need to be a shared string.
2687 * 2759 *
2688 * The returned string is shared. 2760 * The returned string is shared.
2689 */ 2761 */
2762const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2763get_ob_key_value (const object *op, const char *const key)
2764{
2691 key_value * link; 2765 key_value *link;
2692 const char * canonical_key; 2766 shstr_cmp canonical_key (key);
2767
2768 if (!canonical_key)
2693 2769 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2770 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2771 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2772 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2773 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2774 */
2702 return NULL; 2775 return 0;
2703 } 2776 }
2704 2777
2705 /* This is copied from get_ob_key_link() above - 2778 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2779 * only 4 lines, and saves the function call overhead.
2707 */ 2780 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2781 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2782 if (link->key == canonical_key)
2710 return link->value; 2783 return link->value;
2711 } 2784
2712 } 2785 return 0;
2713 return NULL;
2714} 2786}
2715 2787
2716 2788
2717/* 2789/*
2718 * Updates the canonical_key in op to value. 2790 * 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 2794 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2795 * keys.
2724 * 2796 *
2725 * Returns TRUE on success. 2797 * Returns TRUE on success.
2726 */ 2798 */
2799int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2800set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2801{
2802 key_value *
2728 key_value * field = NULL, *last=NULL; 2803 field = NULL, *last = NULL;
2729 2804
2730 for (field=op->key_values; field != NULL; field=field->next) { 2805 for (field = op->key_values; field != NULL; field = field->next)
2806 {
2731 if (field->key != canonical_key) { 2807 if (field->key != canonical_key)
2808 {
2732 last = field; 2809 last = field;
2733 continue; 2810 continue;
2734 } 2811 }
2735 2812
2736 if (field->value) FREE_AND_CLEAR_STR(field->value);
2737 if (value) 2813 if (value)
2738 field->value = add_string(value); 2814 field->value = value;
2739 else { 2815 else
2816 {
2740 /* Basically, if the archetype has this key set, 2817 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2818 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2819 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2820 * we get this value back again.
2744 */ 2821 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2822 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2823 field->value = 0;
2747 else { 2824 else
2748 /* Delete this link */ 2825 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2826 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value);
2751 if (last) last->next = field->next; 2827 last->next = field->next;
2828 else
2752 else op->key_values = field->next; 2829 op->key_values = field->next;
2830
2753 free(field); 2831 delete field;
2754 } 2832 }
2755 } 2833 }
2756 return TRUE; 2834 return TRUE;
2757 } 2835 }
2758 /* IF we get here, key doesn't exist */ 2836 /* IF we get here, key doesn't exist */
2759 2837
2760 /* No field, we'll have to add it. */ 2838 /* No field, we'll have to add it. */
2839
2840 if (!add_key)
2761 2841 {
2762 if (!add_key) {
2763 return FALSE; 2842 return FALSE;
2764 } 2843 }
2765 /* There isn't any good reason to store a null 2844 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2845 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2846 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2847 * be here. If user wants to store empty strings,
2769 * should pass in "" 2848 * should pass in ""
2770 */ 2849 */
2771 if (value == NULL) return TRUE; 2850 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; 2851 return TRUE;
2852
2853 field = new key_value;
2854
2855 field->key = canonical_key;
2856 field->value = value;
2857 /* Usual prepend-addition. */
2858 field->next = op->key_values;
2859 op->key_values = field;
2860
2861 return TRUE;
2782} 2862}
2783 2863
2784/* 2864/*
2785 * Updates the key in op to value. 2865 * Updates the key in op to value.
2786 * 2866 *
2788 * and not add new ones. 2868 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2869 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2870 *
2791 * Returns TRUE on success. 2871 * Returns TRUE on success.
2792 */ 2872 */
2873int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2874set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2875{
2795 int floating_ref = FALSE; 2876 shstr key_ (key);
2796 int ret; 2877
2878 return set_ob_key_value_s (op, key_, value, add_key);
2879}
2880
2881object::depth_iterator::depth_iterator (object *container)
2882: iterator_base (container)
2883{
2884 while (item->inv)
2885 item = item->inv;
2886}
2887
2888void
2889object::depth_iterator::next ()
2890{
2891 if (item->below)
2797 2892 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2893 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2894
2800 */ 2895 while (item->inv)
2896 item = item->inv;
2801 2897 }
2802 canonical_key = find_string(key); 2898 else
2803 if (canonical_key == NULL) { 2899 item = item->env;
2804 canonical_key = add_string(key);
2805 floating_ref = TRUE;
2806 }
2807
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2809
2810 if (floating_ref) {
2811 free_string(canonical_key);
2812 }
2813
2814 return ret;
2815} 2900}
2901
2902// return a suitable string describing an objetc in enough detail to find it
2903const char *
2904object::debug_desc (char *info) const
2905{
2906 char info2[256 * 3];
2907 char *p = info;
2908
2909 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2910 count,
2911 &name,
2912 title ? " " : "",
2913 title ? (const char *)title : "");
2914
2915 if (env)
2916 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2917
2918 if (map)
2919 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2920
2921 return info;
2922}
2923
2924const char *
2925object::debug_desc () const
2926{
2927 static char info[256 * 3];
2928 return debug_desc (info);
2929}
2930

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