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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 1.68 by root, Mon Dec 18 02:35:00 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; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 209 * used to store nrof).
135 */ 210 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226
227 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
228 || ob1->arch != ob2->arch
229 || ob1->name != ob2->name
230 || ob1->title != ob2->title
231 || ob1->msg != ob2->msg
232 || ob1->weight != ob2->weight
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
235 || ob1->attacktype != ob2->attacktype
236 || ob1->magic != ob2->magic
237 || ob1->slaying != ob2->slaying
238 || ob1->skill != ob2->skill
239 || ob1->value != ob2->value
240 || ob1->animation_id != ob2->animation_id
241 || ob1->client_type != ob2->client_type
242 || ob1->materialname != ob2->materialname
243 || ob1->lore != ob2->lore
244 || ob1->subtype != ob2->subtype
245 || ob1->move_type != ob2->move_type
246 || ob1->move_block != ob2->move_block
247 || ob1->move_allow != ob2->move_allow
248 || ob1->move_on != ob2->move_on
249 || ob1->move_off != ob2->move_off
250 || ob1->move_slow != ob2->move_slow
251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
252 return 0;
253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 261 return 0;
138 262
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 263 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 264 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 265 return 0;
145 266
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 267 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 268 * if it is valid.
158 */ 269 */
159 } 270 }
160 271
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 272 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 273 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 274 * some items equipped, and we don't want those to merge.
212 */ 275 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
277 return 0;
278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
284 return 0;
285
286 switch (ob1->type)
287 {
288 case SCROLL:
289 if (ob1->level != ob2->level)
290 return 0;
291 break;
292 }
293
294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
296 /* At least one of these has key_values. */
297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
298 /* One has fields, but the other one doesn't. */
214 return 0; 299 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 300 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 301 return 0;
229 } 302 }
303
304 //TODO: generate an event or call into perl for additional checks
305 if (ob1->self || ob2->self)
230 } 306 {
307 ob1->optimise ();
308 ob2->optimise ();
231 309
310 if (ob1->self || ob2->self)
311 return 0;
312 }
313
232 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
233 return 1; 315 return 1;
234} 316}
235 317
236/* 318/*
237 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
240 */ 322 */
241signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
242 signed long sum; 326 long sum;
243 object *inv; 327 object *inv;
328
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
330 {
245 if (inv->inv) 331 if (inv->inv)
246 sum_weight(inv); 332 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 333 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 334 }
335
249 if (op->type == CONTAINER && op->stats.Str) 336 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 337 sum = (sum * (100 - op->stats.Str)) / 100;
338
251 if(op->carrying != sum) 339 if (op->carrying != sum)
252 op->carrying = sum; 340 op->carrying = sum;
341
253 return sum; 342 return sum;
254} 343}
255 344
256/** 345/**
257 * Return the outermost environment object for a given object. 346 * Return the outermost environment object for a given object.
258 */ 347 */
259 348
349object *
260object *object_get_env_recursive (object *op) { 350object_get_env_recursive (object *op)
351{
261 while (op->env != NULL) 352 while (op->env != NULL)
262 op = op->env; 353 op = op->env;
263 return op; 354 return op;
264} 355}
265 356
266/* 357/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 358 * 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 359 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 360 * or find a player.
270 */ 361 */
271 362
363object *
272object *is_player_inv (object *op) { 364is_player_inv (object *op)
365{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 366 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 367 if (op->env == op)
275 op->env = NULL; 368 op->env = NULL;
276 return op; 369 return op;
277} 370}
278 371
279/* 372/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 373 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 374 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 375 * The result of the dump is stored in the static global errmsg array.
283 */ 376 */
284 377
285void dump_object2(object *op) { 378char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 379dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 380{
340 char *cp; 381 if (!op)
382 return strdup ("[NULLOBJ]");
341 383
342 if(op==NULL) 384 object_freezer freezer;
343 { 385 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 386 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 387}
382 388
383/* 389/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 390 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 391 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 392 * If it's not a multi-object, it is returned.
387 */ 393 */
388 394
395object *
389object *get_nearest_part(object *op, const object *pl) { 396get_nearest_part (object *op, const object *pl)
397{
390 object *tmp,*closest; 398 object *tmp, *closest;
391 int last_dist,i; 399 int last_dist, i;
400
392 if(op->more==NULL) 401 if (op->more == NULL)
393 return op; 402 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 403 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 404 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 405 closest = tmp, last_dist = i;
397 return closest; 406 return closest;
398} 407}
399 408
400/* 409/*
401 * Returns the object which has the count-variable equal to the argument. 410 * Returns the object which has the count-variable equal to the argument.
402 */ 411 */
403 412
413object *
404object *find_object(tag_t i) { 414find_object (tag_t i)
405 object *op; 415{
406 for(op=objects;op!=NULL;op=op->next) 416 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 417 if (op->count == i)
408 break; 418 return op;
419
409 return op; 420 return 0;
410} 421}
411 422
412/* 423/*
413 * Returns the first object which has a name equal to the argument. 424 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 425 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 426 * Enables features like "patch <name-of-other-player> food 999"
416 */ 427 */
417 428
429object *
418object *find_object_name(const char *str) { 430find_object_name (const char *str)
419 const char *name=add_string(str); 431{
432 shstr_cmp str_ (str);
420 object *op; 433 object *op;
434
421 for(op=objects;op!=NULL;op=op->next) 435 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 436 if (op->name == str_)
423 break; 437 break;
424 free_string(name); 438
425 return op; 439 return op;
426} 440}
427 441
442void
428void free_all_object_data(void) { 443free_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{ 444{
470 if (!op) return; 445 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} 446}
478
479
480 447
481/* 448/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 449 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 450 * skill and experience objects.
484 */ 451 */
485void set_owner (object *op, object *owner) 452void
453object::set_owner (object *owner)
486{ 454{
487 if(owner==NULL||op==NULL) 455 if (!owner)
488 return; 456 return;
489 457
490 /* next line added to allow objects which own objects */ 458 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 459 /* 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 460 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 461 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 462 * 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. 463 * didn't match, this check is valid and I believe that cause is valid.
496 */ 464 */
497 while (owner->owner && owner!=owner->owner && 465 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 466 owner = owner->owner;
499 467
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; 468 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} 469}
553 470
554/* Zero the key_values on op, decrementing the shared-string 471/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 472 * refcounts and freeing the links.
556 */ 473 */
474static void
557static void free_key_values(object * op) { 475free_key_values (object *op)
558 key_value * i; 476{
559 key_value * next = NULL; 477 for (key_value *i = op->key_values; i != 0;)
560 478 {
561 if (op->key_values == NULL) return; 479 key_value *next = i->next;
480 delete i;
481
482 i = next;
562 483 }
563 for (i = op->key_values; i != NULL; i = next) { 484
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; 485 op->key_values = 0;
574} 486}
575 487
488void object::clear ()
489{
490 attachable_base::clear ();
576 491
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); 492 free_key_values (this);
605 493
606 /* the memset will clear all these values for us, but we need 494 owner = 0;
607 * to reduce the refcount on them. 495 name = 0;
608 */ 496 name_pl = 0;
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 497 title = 0;
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 498 race = 0;
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 499 slaying = 0;
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 500 skill = 0;
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 501 msg = 0;
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 502 lore = 0;
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 503 custom_name = 0;
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 504 materialname = 0;
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 505 contr = 0;
506 below = 0;
507 above = 0;
508 inv = 0;
509 container = 0;
510 env = 0;
511 more = 0;
512 head = 0;
513 map = 0;
514 active_next = 0;
515 active_prev = 0;
618 516
517 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
619 518
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); 519 SET_FLAG (this, FLAG_REMOVED);
626 520
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 */ 521 /* What is not cleared is next, prev, and count */
642 522
643 op->expmul=1.0; 523 expmul = 1.0;
644 op->face = blank_face; 524 face = blank_face;
645 op->attacked_by_count = (tag_t) -1; 525
646 if (settings.casting_time) 526 if (settings.casting_time)
647 op->casting_time = -1; 527 casting_time = -1;
648
649} 528}
650 529
651/* 530/*
652 * copy object first frees everything allocated by the second object, 531 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 532 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 533 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 534 * 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 535 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 536 * will point at garbage.
658 */ 537 */
538void
539object::copy_to (object *dst)
540{
541 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
542 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
659 543
660void copy_object(object *op2, object *op) { 544 *(object_copy *)dst = *this;
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 545 *(object_pod *)dst = *this;
662 event *evt, *evt2, *evt_new;
663 546
664 op->clear (); 547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
665 549
666 /* Decrement the refcounts, but don't bother zeroing the fields; 550 if (is_freed)
667 they'll be overwritten by memcpy. */ 551 SET_FLAG (dst, FLAG_FREED);
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);
678 552
679 /* Basically, same code as from clear_object() */ 553 if (is_removed)
680 for (evt = op->events; evt; evt=evt2) { 554 SET_FLAG (dst, FLAG_REMOVED);
681 evt2 = evt->next;
682 555
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 556 if (speed < 0)
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
695
696 if(is_freed) SET_FLAG(op,FLAG_FREED);
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698 if(op->name!=NULL) add_refcount(op->name);
699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708
709 if((op2->speed<0) && !editor)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 557 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
711 558
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. */ 559 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 560 if (key_values)
561 {
735 key_value * tail = NULL; 562 key_value *tail = 0;
736 key_value * i; 563 key_value *i;
737 564
738 op->key_values = NULL; 565 dst->key_values = 0;
739 566
740 for (i = op2->key_values; i != NULL; i = i->next) { 567 for (i = key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 568 {
569 key_value *new_link = new key_value;
742 570
743 new_link->next = NULL; 571 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 572 new_link->key = i->key;
745 if (i->value)
746 new_link->value = add_refcount(i->value); 573 new_link->value = i->value;
747 else
748 new_link->value = NULL;
749 574
750 /* Try and be clever here, too. */ 575 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 576 if (!dst->key_values)
577 {
752 op->key_values = new_link; 578 dst->key_values = new_link;
753 tail = new_link; 579 tail = new_link;
754 } else {
755 tail->next = new_link;
756 tail = new_link;
757 } 580 }
581 else
582 {
583 tail->next = new_link;
584 tail = new_link;
758 } 585 }
586 }
759 } 587 }
760 588
761 update_ob_speed(op); 589 update_ob_speed (dst);
762} 590}
763 591
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; 592object *
805 593object::clone ()
806 if(free_objects==NULL) { 594{
807 expand_objects(); 595 object *neu = create ();
808 } 596 copy_to (neu);
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */
815 op = realloc(op, sizeof(object));
816 SET_FLAG(op, FLAG_REMOVED);
817 SET_FLAG(op, FLAG_FREED);
818#endif
819
820 if(!QUERY_FLAG(op,FLAG_FREED)) {
821 LOG(llevError,"Fatal: Getting busy object.\n");
822 }
823 free_objects=op->next;
824 if(free_objects!=NULL)
825 free_objects->prev=NULL;
826 op->count= ++ob_count;
827 op->name=NULL;
828 op->name_pl=NULL;
829 op->title=NULL;
830 op->race=NULL;
831 op->slaying=NULL;
832 op->skill = NULL;
833 op->lore=NULL;
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op; 597 return neu;
847} 598}
848 599
849/* 600/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 601 * 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 602 * 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. 603 * be called to update the face variable, _and_ how it looks on the map.
853 */ 604 */
854 605
606void
855void update_turn_face(object *op) { 607update_turn_face (object *op)
608{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 609 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 610 return;
858 SET_ANIMATION(op, op->direction); 611 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 612 update_object (op, UP_OBJ_FACE);
860} 613}
861 614
862/* 615/*
863 * Updates the speed of an object. If the speed changes from 0 to another 616 * 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. 617 * 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. 618 * This function needs to be called whenever the speed of an object changes.
866 */ 619 */
867 620void
868void update_ob_speed(object *op) { 621update_ob_speed (object *op)
622{
869 extern int arch_init; 623 extern int arch_init;
870 624
871 /* No reason putting the archetypes objects on the speed list, 625 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 626 * since they never really need to be updated.
873 */ 627 */
874 628
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 629 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
630 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 631 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 632#ifdef MANY_CORES
878 abort(); 633 abort ();
879#else 634#else
880 op->speed = 0; 635 op->speed = 0;
881#endif 636#endif
882 } 637 }
638
883 if (arch_init) { 639 if (arch_init)
640 return;
641
642 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
643 {
644 /* If already on active list, don't do anything */
645 if (op->active_next || op->active_prev || op == active_objects)
884 return; 646 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;
890 647
891 /* process_events() expects us to insert the object at the beginning 648 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 649 * of the list. */
893 op->active_next = active_objects; 650 op->active_next = active_objects;
651
894 if (op->active_next!=NULL) 652 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 653 op->active_next->active_prev = op;
654
896 active_objects = op; 655 active_objects = op;
656 }
657 else
897 } 658 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 659 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 660 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 661 return;
902 662
903 if (op->active_prev==NULL) { 663 if (op->active_prev == NULL)
664 {
904 active_objects = op->active_next; 665 active_objects = op->active_next;
666
905 if (op->active_next!=NULL) 667 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 668 op->active_next->active_prev = NULL;
669 }
670 else
907 } 671 {
908 else {
909 op->active_prev->active_next = op->active_next; 672 op->active_prev->active_next = op->active_next;
673
910 if (op->active_next) 674 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 675 op->active_next->active_prev = op->active_prev;
912 } 676 }
677
913 op->active_next = NULL; 678 op->active_next = NULL;
914 op->active_prev = NULL; 679 op->active_prev = NULL;
915 } 680 }
916} 681}
917 682
918/* This function removes object 'op' from the list of active 683/* This function removes object 'op' from the list of active
919 * objects. 684 * objects.
921 * reference maps where you don't want an object that isn't 686 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 687 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 688 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 689 * will do the right thing based on the speed of the object.
925 */ 690 */
691void
926void remove_from_active_list(object *op) 692remove_from_active_list (object *op)
927{ 693{
928 /* If not on the active list, nothing needs to be done */ 694 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 695 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 696 return;
931 697
932 if (op->active_prev==NULL) { 698 if (op->active_prev == NULL)
699 {
933 active_objects = op->active_next; 700 active_objects = op->active_next;
934 if (op->active_next!=NULL) 701 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 702 op->active_next->active_prev = NULL;
703 }
704 else
936 } 705 {
937 else {
938 op->active_prev->active_next = op->active_next; 706 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 707 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 708 op->active_next->active_prev = op->active_prev;
941 } 709 }
942 op->active_next = NULL; 710 op->active_next = NULL;
943 op->active_prev = NULL; 711 op->active_prev = NULL;
944} 712}
945 713
946/* 714/*
947 * update_object() updates the array which represents the map. 715 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered 716 * It takes into account invisible objects (and represent squares covered
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 731 * 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. 732 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 733 * UP_OBJ_FACE: only the objects face has changed.
966 */ 734 */
967 735
736void
968void update_object(object *op, int action) { 737update_object (object *op, int action)
738{
969 int update_now=0, flags; 739 int update_now = 0, flags;
970 MoveType move_on, move_off, move_block, move_slow; 740 MoveType move_on, move_off, move_block, move_slow;
971 741
972 if (op == NULL) { 742 if (op == NULL)
743 {
973 /* this should never happen */ 744 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 745 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 746 return;
976 }
977 747 }
748
978 if(op->env!=NULL) { 749 if (op->env != NULL)
750 {
979 /* Animation is currently handled by client, so nothing 751 /* Animation is currently handled by client, so nothing
980 * to do in this case. 752 * to do in this case.
981 */ 753 */
982 return; 754 return;
983 } 755 }
984 756
985 /* If the map is saving, don't do anything as everything is 757 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 758 * going to get freed anyways.
987 */ 759 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 760 if (!op->map || op->map->in_memory == MAP_SAVING)
989 761 return;
762
990 /* make sure the object is within map boundaries */ 763 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 764 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)) { 765 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 766 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 767#ifdef MANY_CORES
995 abort(); 768 abort ();
996#endif 769#endif
997 return; 770 return;
998 }
999 771 }
772
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 773 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 774 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); 775 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); 776 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); 777 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); 778 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1006 779
1007 if (action == UP_OBJ_INSERT) { 780 if (action == UP_OBJ_INSERT)
781 {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 782 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1; 783 update_now = 1;
1010 784
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 785 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1; 786 update_now = 1;
1013 787
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 788 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1; 789 update_now = 1;
1016 790
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 791 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1; 792 update_now = 1;
1019 793
794 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
795 update_now = 1;
796
1020 if ((move_on | op->move_on) != move_on) update_now=1; 797 if ((move_on | op->move_on) != move_on)
798 update_now = 1;
799
1021 if ((move_off | op->move_off) != move_off) update_now=1; 800 if ((move_off | op->move_off) != move_off)
801 update_now = 1;
802
1022 /* This isn't perfect, but I don't expect a lot of objects to 803 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 804 * to have move_allow right now.
1024 */ 805 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 806 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1; 807 update_now = 1;
808
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 809 if ((move_slow | op->move_slow) != move_slow)
810 update_now = 1;
1028 } 811 }
812
1029 /* if the object is being removed, we can't make intelligent 813 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 814 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 815 * that is being removed.
1032 */ 816 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 817 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 818 update_now = 1;
1035 } else if (action == UP_OBJ_FACE) { 819 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 820 /* Nothing to do for that case */ ;
1037 }
1038 else { 821 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 822 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 823
1042 if (update_now) { 824 if (update_now)
825 {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 826 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); 827 update_position (op->map, op->x, op->y);
1045 } 828 }
1046 829
1047 if(op->more!=NULL) 830 if (op->more != NULL)
1048 update_object(op->more, action); 831 update_object (op->more, action);
1049} 832}
1050 833
834object::vector object::mortals;
835object::vector object::objects; // not yet used
836object *object::first;
837
838void object::free_mortals ()
839{
840 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
841 if ((*i)->refcnt)
842 ++i; // further delay freeing
843 else
844 {
845 delete *i;
846 mortals.erase (i);
847 }
848}
849
850object::object ()
851{
852 SET_FLAG (this, FLAG_REMOVED);
853
854 expmul = 1.0;
855 face = blank_face;
856}
857
858object::~object ()
859{
860 free_key_values (this);
861}
862
863void object::link ()
864{
865 count = ++ob_count;
866 uuid = gen_uuid ();
867
868 prev = 0;
869 next = object::first;
870
871 if (object::first)
872 object::first->prev = this;
873
874 object::first = this;
875}
876
877void object::unlink ()
878{
879 if (this == object::first)
880 object::first = next;
881
882 /* Remove this object from the list of used objects */
883 if (prev) prev->next = next;
884 if (next) next->prev = prev;
885
886 prev = 0;
887 next = 0;
888}
889
890object *object::create ()
891{
892 object *op = new object;
893 op->link ();
894 return op;
895}
1051 896
1052/* 897/*
1053 * free_object() frees everything allocated by an object, removes 898 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 899 * 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. 900 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for 901 * The object must have been removed by remove_ob() first for
1057 * this function to succeed. 902 * this function to succeed.
1058 * 903 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 904 * If destroy_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 905 * inventory to the ground.
1061 */ 906 */
1062 907void object::destroy (bool destroy_inventory)
1063void free_object(object *ob) { 908{
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)) { 909 if (QUERY_FLAG (this, FLAG_FREED))
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return; 910 return;
911
912 if (QUERY_FLAG (this, FLAG_FRIENDLY))
913 remove_friendly_object (this);
914
915 if (!QUERY_FLAG (this, FLAG_REMOVED))
916 remove ();
917
918 SET_FLAG (this, FLAG_FREED);
919
920 if (more)
1086 } 921 {
1087 if(ob->more!=NULL) { 922 more->destroy (destroy_inventory);
1088 free_object2(ob->more, free_inventory); 923 more = 0;
1089 ob->more=NULL; 924 }
925
926 if (inv)
1090 } 927 {
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process - 928 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 929 * if some form of movement is allowed, let objects
1094 * drop on that space. 930 * drop on that space.
1095 */ 931 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 932 if (destroy_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)) 933 {
934 object *op = inv;
935
936 while (op)
1098 { 937 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below; 938 object *tmp = op->below;
1102 remove_ob(op); 939 op->destroy (destroy_inventory);
1103 free_object2(op, free_inventory);
1104 op=tmp; 940 op = tmp;
1105 } 941 }
1106 } 942 }
943 else
1107 else { /* Put objects in inventory onto this space */ 944 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 945 object *op = inv;
946
1109 while(op!=NULL) { 947 while (op)
948 {
1110 tmp=op->below; 949 object *tmp = op->below;
950
1111 remove_ob(op); 951 op->remove ();
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 952
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 953 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1114 free_object(op); 954 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
955 op->destroy ();
1115 else { 956 else
957 {
1116 op->x=ob->x; 958 op->x = x;
1117 op->y=ob->y; 959 op->y = y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 960 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1119 } 961 }
962
1120 op=tmp; 963 op = tmp;
1121 } 964 }
1122 } 965 }
1123 } 966 }
967
968 // hack to ensure that freed objects still have a valid map
969 {
970 static maptile *freed_map; // freed objects are moved here to avoid crashes
971
972 if (!freed_map)
973 {
974 freed_map = new maptile;
975
976 freed_map->name = "/internal/freed_objects_map";
977 freed_map->width = 3;
978 freed_map->height = 3;
979
980 freed_map->allocate ();
981 }
982
983 map = freed_map;
984 x = 1;
985 y = 1;
986 }
987
988 // clear those pointers that likely might have circular references to us
989 owner = 0;
990 enemy = 0;
991 attacked_by = 0;
992
993 // only relevant for players(?), but make sure of it anyways
994 contr = 0;
995
1124 /* Remove object from the active list */ 996 /* Remove object from the active list */
1125 ob->speed = 0; 997 speed = 0;
1126 update_ob_speed(ob); 998 update_ob_speed (this);
1127 999
1128 SET_FLAG(ob, FLAG_FREED); 1000 unlink ();
1129 ob->count = 0;
1130 1001
1131 /* Remove this object from the list of used objects */ 1002 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} 1003}
1216 1004
1217/* 1005/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 1006 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 1007 * weight of an object (and what is carried by it's environment(s)).
1220 */ 1008 */
1221 1009void
1222void sub_weight (object *op, signed long weight) { 1010sub_weight (object *op, signed long weight)
1011{
1223 while (op != NULL) { 1012 while (op != NULL)
1013 {
1224 if (op->type == CONTAINER) { 1014 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1015 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1016
1227 op->carrying-=weight; 1017 op->carrying -= weight;
1228 op = op->env; 1018 op = op->env;
1229 } 1019 }
1230} 1020}
1231 1021
1232/* remove_ob(op): 1022/* op->remove ():
1233 * This function removes the object op from the linked list of objects 1023 * 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 1024 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 1025 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 1026 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1027 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1028 * Beware: This function is called from the editor as well!
1239 */ 1029 */
1240 1030void
1241void remove_ob(object *op) { 1031object::remove ()
1032{
1242 object *tmp,*last=NULL; 1033 object *tmp, *last = 0;
1243 object *otmp; 1034 object *otmp;
1244 tag_t tag; 1035
1245 int check_walk_off; 1036 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 1037
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1038 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 1039 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1040
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); 1041 SET_FLAG (this, FLAG_REMOVED);
1270 1042
1043 if (more)
1044 more->remove ();
1045
1271 /* 1046 /*
1272 * In this case, the object to be removed is in someones 1047 * In this case, the object to be removed is in someones
1273 * inventory. 1048 * inventory.
1274 */ 1049 */
1275 if(op->env!=NULL) { 1050 if (env)
1051 {
1276 if(op->nrof) 1052 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1053 sub_weight (env, weight * nrof);
1278 else 1054 else
1279 sub_weight(op->env, op->weight+op->carrying); 1055 sub_weight (env, weight + carrying);
1280 1056
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1057 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1058 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1059 * to save cpu time.
1284 */ 1060 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1061 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp); 1062 fix_player (otmp);
1288 1063
1289 if(op->above!=NULL) 1064 if (above != NULL)
1290 op->above->below=op->below; 1065 above->below = below;
1291 else 1066 else
1292 op->env->inv=op->below; 1067 env->inv = below;
1293 1068
1294 if(op->below!=NULL) 1069 if (below != NULL)
1295 op->below->above=op->above; 1070 below->above = above;
1296 1071
1297 /* we set up values so that it could be inserted into 1072 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1073 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1074 * to the caller to decide what we want to do.
1075 */
1076 x = env->x, y = env->y;
1077 map = env->map;
1078 above = 0, below = 0;
1079 env = 0;
1080 }
1081 else if (map)
1082 {
1083 /* Re did the following section of code - it looks like it had
1084 * lots of logic for things we no longer care about
1085 */
1086
1087 /* link the object above us */
1088 if (above)
1089 above->below = below;
1090 else
1091 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1092
1093 /* Relink the object below us, if there is one */
1094 if (below)
1095 below->above = above;
1096 else
1097 {
1098 /* Nothing below, which means we need to relink map object for this space
1099 * use translated coordinates in case some oddness with map tiling is
1100 * evident
1300 */ 1101 */
1301 op->x=op->env->x,op->y=op->env->y; 1102 if (GET_MAP_OB (map, x, y) != this)
1302 op->ox=op->x,op->oy=op->y; 1103 {
1303 op->map=op->env->map; 1104 char *dump = dump_object (this);
1304 op->above=NULL,op->below=NULL; 1105 LOG (llevError,
1305 op->env=NULL; 1106 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1107 free (dump);
1108 dump = dump_object (GET_MAP_OB (map, x, y));
1109 LOG (llevError, "%s\n", dump);
1110 free (dump);
1111 }
1112
1113 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1114 }
1115
1116 above = 0;
1117 below = 0;
1118
1119 if (map->in_memory == MAP_SAVING)
1306 return; 1120 return;
1307 }
1308 1121
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;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1122 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1123
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1124 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1125 {
1365 /* No point updating the players look faces if he is the object 1126 /* No point updating the players look faces if he is the object
1366 * being removed. 1127 * being removed.
1367 */ 1128 */
1368 1129
1369 if(tmp->type==PLAYER && tmp!=op) { 1130 if (tmp->type == PLAYER && tmp != this)
1131 {
1370 /* If a container that the player is currently using somehow gets 1132 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1133 * removed (most likely destroyed), update the player view
1372 * appropriately. 1134 * appropriately.
1373 */ 1135 */
1374 if (tmp->container==op) { 1136 if (tmp->container == this)
1137 {
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1138 CLEAR_FLAG (this, FLAG_APPLIED);
1376 tmp->container=NULL; 1139 tmp->container = 0;
1140 }
1141
1142 tmp->contr->socket->update_look = 1;
1377 } 1143 }
1378 tmp->contr->socket.update_look=1; 1144
1379 }
1380 /* See if player moving off should effect something */ 1145 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1146 if (check_walk_off
1147 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1148 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1383 1149 {
1384 move_apply(tmp, op, NULL); 1150 move_apply (tmp, this, 0);
1151
1385 if (was_destroyed (op, tag)) { 1152 if (destroyed ())
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1153 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 } 1154 }
1389 }
1390 1155
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1156 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1157
1393 if(tmp->above == tmp) 1158 if (tmp->above == tmp)
1394 tmp->above = NULL; 1159 tmp->above = 0;
1160
1395 last=tmp; 1161 last = tmp;
1396 } 1162 }
1163
1397 /* last == NULL of there are no objects on this space */ 1164 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1165 if (!last)
1166 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1167 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1168 * 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 1169 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1170 * be correct anyways.
1403 */ 1171 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1172 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1173 update_position (map, x, y);
1406 } 1174 }
1407 else 1175 else
1408 update_object(last, UP_OBJ_REMOVE); 1176 update_object (last, UP_OBJ_REMOVE);
1409 1177
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1178 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1179 update_all_los (map, x, y);
1412 1180 }
1413} 1181}
1414 1182
1415/* 1183/*
1416 * merge_ob(op,top): 1184 * merge_ob(op,top):
1417 * 1185 *
1418 * This function goes through all objects below and including top, and 1186 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1187 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1188 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1189 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1190 */
1423 1191object *
1424object *merge_ob(object *op, object *top) { 1192merge_ob (object *op, object *top)
1193{
1425 if(!op->nrof) 1194 if (!op->nrof)
1426 return 0; 1195 return 0;
1196
1427 if(top==NULL) 1197 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1198 for (top = op; top != NULL && top->above != NULL; top = top->above);
1199
1429 for(;top!=NULL;top=top->below) { 1200 for (; top != NULL; top = top->below)
1201 {
1430 if(top==op) 1202 if (top == op)
1431 continue; 1203 continue;
1432 if (CAN_MERGE(op,top)) 1204
1433 { 1205 if (object::can_merge (op, top))
1206 {
1434 top->nrof+=op->nrof; 1207 top->nrof += op->nrof;
1208
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1209/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1210 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1211 op->destroy ();
1438 free_object(op);
1439 return top; 1212 return top;
1440 } 1213 }
1441 } 1214 }
1215
1442 return NULL; 1216 return 0;
1443} 1217}
1444 1218
1445/* 1219/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1220 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1221 * job preparing multi-part monsters
1448 */ 1222 */
1223object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1224insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1225{
1450 object* tmp; 1226 object *tmp;
1227
1451 if (op->head) 1228 if (op->head)
1452 op=op->head; 1229 op = op->head;
1230
1453 for (tmp=op;tmp;tmp=tmp->more){ 1231 for (tmp = op; tmp; tmp = tmp->more)
1232 {
1454 tmp->x=x+tmp->arch->clone.x; 1233 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1234 tmp->y = y + tmp->arch->clone.y;
1456 } 1235 }
1236
1457 return insert_ob_in_map (op, m, originator, flag); 1237 return insert_ob_in_map (op, m, originator, flag);
1458} 1238}
1459 1239
1460/* 1240/*
1461 * insert_ob_in_map (op, map, originator, flag): 1241 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1242 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1256 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1257 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1258 * just 'op' otherwise
1479 */ 1259 */
1480 1260
1261object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1262insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1263{
1483 object *tmp, *top, *floor=NULL; 1264 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1265 sint16 x, y;
1485 1266
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1267 if (QUERY_FLAG (op, FLAG_FREED))
1268 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1269 LOG (llevError, "Trying to insert freed object!\n");
1270 return NULL;
1271 }
1272
1273 if (m == NULL)
1274 {
1275 char *dump = dump_object (op);
1276 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1277 free (dump);
1278 return op;
1279 }
1280
1281 if (out_of_map (m, op->x, op->y))
1282 {
1283 char *dump = dump_object (op);
1284 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1285#ifdef MANY_CORES
1286 /* Better to catch this here, as otherwise the next use of this object
1287 * is likely to cause a crash. Better to find out where it is getting
1288 * improperly inserted.
1289 */
1290 abort ();
1291#endif
1292 free (dump);
1293 return op;
1294 }
1295
1296 if (!QUERY_FLAG (op, FLAG_REMOVED))
1297 {
1298 char *dump = dump_object (op);
1299 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1300 free (dump);
1301 return op;
1302 }
1303
1304 if (op->more != NULL)
1305 {
1306 /* The part may be on a different map. */
1307
1308 object *more = op->more;
1309
1310 /* We really need the caller to normalize coordinates - if
1311 * we set the map, that doesn't work if the location is within
1312 * a map and this is straddling an edge. So only if coordinate
1313 * is clear wrong do we normalize it.
1314 */
1315 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1316 more->map = get_map_from_coord (m, &more->x, &more->y);
1317 else if (!more->map)
1318 {
1319 /* For backwards compatibility - when not dealing with tiled maps,
1320 * more->map should always point to the parent.
1321 */
1322 more->map = m;
1323 }
1324
1325 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1326 {
1327 if (!op->head)
1328 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1329
1330 return NULL;
1331 }
1332 }
1333
1334 CLEAR_FLAG (op, FLAG_REMOVED);
1335
1336 /* Ideally, the caller figures this out. However, it complicates a lot
1337 * of areas of callers (eg, anything that uses find_free_spot would now
1338 * need extra work
1339 */
1340 op->map = get_map_from_coord (m, &op->x, &op->y);
1341 x = op->x;
1342 y = op->y;
1343
1344 /* this has to be done after we translate the coordinates.
1345 */
1346 if (op->nrof && !(flag & INS_NO_MERGE))
1347 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1348 if (object::can_merge (op, tmp))
1349 {
1350 op->nrof += tmp->nrof;
1351 tmp->destroy ();
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1355 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1356
1357 if (!QUERY_FLAG (op, FLAG_ALIVE))
1358 CLEAR_FLAG (op, FLAG_NO_STEAL);
1359
1360 if (flag & INS_BELOW_ORIGINATOR)
1361 {
1362 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1363 {
1364 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1365 abort ();
1366 }
1367
1368 op->above = originator;
1369 op->below = originator->below;
1370
1371 if (op->below)
1372 op->below->above = op;
1373 else
1374 SET_MAP_OB (op->map, op->x, op->y, op);
1375
1376 /* since *below* originator, no need to update top */
1377 originator->below = op;
1378 }
1379 else
1380 {
1381 /* If there are other objects, then */
1382 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1383 {
1384 object *last = NULL;
1385
1386 /*
1387 * If there are multiple objects on this space, we do some trickier handling.
1388 * We've already dealt with merging if appropriate.
1389 * Generally, we want to put the new object on top. But if
1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1391 * floor, we want to insert above that and no further.
1392 * Also, if there are spell objects on this space, we stop processing
1393 * once we get to them. This reduces the need to traverse over all of
1394 * them when adding another one - this saves quite a bit of cpu time
1395 * when lots of spells are cast in one area. Currently, it is presumed
1396 * that flying non pickable objects are spell objects.
1397 */
1398
1399 while (top != NULL)
1400 {
1401 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1402 floor = top;
1403
1404 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1405 {
1406 /* We insert above top, so we want this object below this */
1407 top = top->below;
1408 break;
1409 }
1410
1411 last = top;
1412 top = top->above;
1413 }
1414
1415 /* Don't want top to be NULL, so set it to the last valid object */
1416 top = last;
1417
1418 /* We let update_position deal with figuring out what the space
1419 * looks like instead of lots of conditions here.
1420 * makes things faster, and effectively the same result.
1421 */
1422
1423 /* Have object 'fall below' other objects that block view.
1424 * Unless those objects are exits, type 66
1425 * If INS_ON_TOP is used, don't do this processing
1426 * Need to find the object that in fact blocks view, otherwise
1427 * stacking is a bit odd.
1428 */
1429 if (!(flag & INS_ON_TOP) &&
1430 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1431 {
1432 for (last = top; last != floor; last = last->below)
1433 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1434 break;
1435 /* Check to see if we found the object that blocks view,
1436 * and make sure we have a below pointer for it so that
1437 * we can get inserted below this one, which requires we
1438 * set top to the object below us.
1439 */
1440 if (last && last->below && last != floor)
1441 top = last->below;
1442 }
1443 } /* If objects on this space */
1444
1445 if (flag & INS_MAP_LOAD)
1446 top = GET_MAP_TOP (op->map, op->x, op->y);
1447
1448 if (flag & INS_ABOVE_FLOOR_ONLY)
1449 top = floor;
1450
1451 /* Top is the object that our object (op) is going to get inserted above.
1452 */
1453
1454 /* First object on this space */
1455 if (!top)
1456 {
1457 op->above = GET_MAP_OB (op->map, op->x, op->y);
1458
1459 if (op->above)
1460 op->above->below = op;
1461
1462 op->below = NULL;
1463 SET_MAP_OB (op->map, op->x, op->y, op);
1464 }
1465 else
1466 { /* get inserted into the stack above top */
1467 op->above = top->above;
1468
1469 if (op->above)
1470 op->above->below = op;
1471
1472 op->below = top;
1473 top->above = op;
1474 }
1475
1476 if (op->above == NULL)
1477 SET_MAP_TOP (op->map, op->x, op->y, op);
1478 } /* else not INS_BELOW_ORIGINATOR */
1479
1480 if (op->type == PLAYER)
1481 op->contr->do_los = 1;
1482
1483 /* If we have a floor, we know the player, if any, will be above
1484 * it, so save a few ticks and start from there.
1485 */
1486 if (!(flag & INS_MAP_LOAD))
1487 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1488 if (tmp->type == PLAYER)
1489 tmp->contr->socket->update_look = 1;
1490
1491 /* If this object glows, it may affect lighting conditions that are
1492 * visible to others on this map. But update_all_los is really
1493 * an inefficient way to do this, as it means los for all players
1494 * on the map will get recalculated. The players could very well
1495 * be far away from this change and not affected in any way -
1496 * this should get redone to only look for players within range,
1497 * or just updating the P_NEED_UPDATE for spaces within this area
1498 * of effect may be sufficient.
1499 */
1500 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1501 update_all_los (op->map, op->x, op->y);
1502
1503 /* updates flags (blocked, alive, no magic, etc) for this map space */
1504 update_object (op, UP_OBJ_INSERT);
1505
1506 /* Don't know if moving this to the end will break anything. However,
1507 * we want to have update_look set above before calling this.
1508 *
1509 * check_move_on() must be after this because code called from
1510 * check_move_on() depends on correct map flags (so functions like
1511 * blocked() and wall() work properly), and these flags are updated by
1512 * update_object().
1513 */
1514
1515 /* if this is not the head or flag has been passed, don't check walk on status */
1516 if (!(flag & INS_NO_WALK_ON) && !op->head)
1517 {
1518 if (check_move_on (op, originator))
1488 return NULL; 1519 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 1520
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 1521 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1522 * walk on's.
1709 */ 1523 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1524 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1525 if (check_move_on (tmp, originator))
1712 return NULL; 1526 return NULL;
1713 } 1527 }
1528
1714 return op; 1529 return op;
1715} 1530}
1716 1531
1717/* this function inserts an object in the map, but if it 1532/* 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. 1533 * 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. 1534 * op is the object to insert it under: supplies x and the map.
1720 */ 1535 */
1536void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1537replace_insert_ob_in_map (const char *arch_string, object *op)
1538{
1722 object *tmp; 1539 object *
1723 object *tmp1; 1540 tmp;
1541 object *
1542 tmp1;
1724 1543
1725 /* first search for itself and remove any old instances */ 1544 /* first search for itself and remove any old instances */
1726 1545
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1546 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1547 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1548 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1549
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1550 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1551
1736 1552 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1553 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1554 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1555}
1740 1556
1741/* 1557/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1558 * 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 1559 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1560 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1561 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1562 * global static errmsg array.
1747 */ 1563 */
1748 1564
1565object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1566get_split_ob (object *orig_ob, uint32 nr)
1567{
1750 object *newob; 1568 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1569 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1570
1753 if(orig_ob->nrof<nr) { 1571 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.", 1572 {
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1573 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1756 return NULL; 1574 return NULL;
1757 } 1575 }
1576
1758 newob = object_create_clone(orig_ob); 1577 newob = object_create_clone (orig_ob);
1578
1759 if((orig_ob->nrof-=nr)<1) { 1579 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1580 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1581 else if (!is_removed)
1582 {
1765 if(orig_ob->env!=NULL) 1583 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1584 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1585 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1586 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1587 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"); 1588 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1589 return NULL;
1772 } 1590 }
1773 } 1591 }
1592
1774 newob->nrof=nr; 1593 newob->nrof = nr;
1775 1594
1776 return newob; 1595 return newob;
1777} 1596}
1778 1597
1779/* 1598/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1599 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1601 * is subsequently removed and freed.
1783 * 1602 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1603 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1604 */
1786 1605
1606object *
1787object *decrease_ob_nr (object *op, uint32 i) 1607decrease_ob_nr (object *op, uint32 i)
1788{ 1608{
1789 object *tmp; 1609 object *tmp;
1790 player *pl; 1610 player *pl;
1791 1611
1792 if (i == 0) /* objects with op->nrof require this check */ 1612 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1613 return op;
1794 1614
1795 if (i > op->nrof) 1615 if (i > op->nrof)
1796 i = op->nrof; 1616 i = op->nrof;
1797 1617
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1618 if (QUERY_FLAG (op, FLAG_REMOVED))
1619 op->nrof -= i;
1620 else if (op->env != NULL)
1621 {
1622 /* is this object in the players inventory, or sub container
1623 * therein?
1624 */
1625 tmp = is_player_inv (op->env);
1626 /* nope. Is this a container the player has opened?
1627 * If so, set tmp to that player.
1628 * IMO, searching through all the players will mostly
1629 * likely be quicker than following op->env to the map,
1630 * and then searching the map for a player.
1631 */
1632 if (!tmp)
1633 {
1634 for (pl = first_player; pl; pl = pl->next)
1635 if (pl->ob->container == op->env)
1636 break;
1637 if (pl)
1638 tmp = pl->ob;
1639 else
1640 tmp = NULL;
1641 }
1642
1643 if (i < op->nrof)
1644 {
1645 sub_weight (op->env, op->weight * i);
1646 op->nrof -= i;
1647 if (tmp)
1648 {
1649 esrv_send_item (tmp, op);
1650 }
1651 }
1652 else
1653 {
1654 op->remove ();
1655 op->nrof = 0;
1656 if (tmp)
1657 {
1658 esrv_del_item (tmp->contr, op->count);
1659 }
1660 }
1799 { 1661 }
1662 else
1663 {
1664 object *above = op->above;
1665
1666 if (i < op->nrof)
1800 op->nrof -= i; 1667 op->nrof -= i;
1801 } 1668 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 } 1669 {
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); 1670 op->remove ();
1829 op->nrof = 0; 1671 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1672 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1673
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 */ 1674 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1675 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1676 if (tmp->type == PLAYER)
1677 {
1848 if (op->nrof) 1678 if (op->nrof)
1849 esrv_send_item(tmp, op); 1679 esrv_send_item (tmp, op);
1850 else 1680 else
1851 esrv_del_item(tmp->contr, op->count); 1681 esrv_del_item (tmp->contr, op->count);
1852 } 1682 }
1853 } 1683 }
1854 1684
1855 if (op->nrof) { 1685 if (op->nrof)
1856 return op; 1686 return op;
1857 } else { 1687 else
1858 free_object (op); 1688 {
1689 op->destroy ();
1859 return NULL; 1690 return NULL;
1860 } 1691 }
1861} 1692}
1862 1693
1863/* 1694/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1695 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1696 * and also updates how much the environment(s) is/are carrying.
1866 */ 1697 */
1867 1698
1699void
1868void add_weight (object *op, signed long weight) { 1700add_weight (object *op, signed long weight)
1701{
1869 while (op!=NULL) { 1702 while (op != NULL)
1703 {
1870 if (op->type == CONTAINER) { 1704 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1705 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1706
1873 op->carrying+=weight; 1707 op->carrying += weight;
1874 op=op->env; 1708 op = op->env;
1875 } 1709 }
1876} 1710}
1877 1711
1712object *
1713insert_ob_in_ob (object *op, object *where)
1714{
1715 if (!where)
1716 {
1717 char *dump = dump_object (op);
1718 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1719 free (dump);
1720 return op;
1721 }
1722
1723 if (where->head)
1724 {
1725 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1726 where = where->head;
1727 }
1728
1729 return where->insert (op);
1730}
1731
1878/* 1732/*
1879 * insert_ob_in_ob(op,environment): 1733 * env->insert (op)
1880 * This function inserts the object op in the linked list 1734 * This function inserts the object op in the linked list
1881 * inside the object environment. 1735 * inside the object environment.
1882 * 1736 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1737 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1738 * be != op, if items are merged. -Tero
1890 */ 1739 */
1891 1740
1892object *insert_ob_in_ob(object *op,object *where) { 1741object *
1742object::insert (object *op)
1743{
1893 object *tmp, *otmp; 1744 object *tmp, *otmp;
1894 1745
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1746 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1747 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1748
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1749 if (op->more)
1750 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1751 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1752 return op;
1914 } 1753 }
1754
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1755 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1756 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1757 if (op->nrof)
1758 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1759 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1760 if (object::can_merge (tmp, op))
1761 {
1920 /* return the original object and remove inserted object 1762 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1763 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1764 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1765 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1766 * tmp->nrof, we need to increase the weight.
1925 */ 1767 */
1926 add_weight (where, op->weight*op->nrof); 1768 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1769 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1770 op->destroy (); /* free the inserted object */
1929 op = tmp; 1771 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1772 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1773 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1774 break;
1933 } 1775 }
1934 1776
1935 /* I assume combined objects have no inventory 1777 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1778 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1779 * (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 1780 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1781 * the linking below
1940 */ 1782 */
1941 add_weight (where, op->weight*op->nrof); 1783 add_weight (this, op->weight * op->nrof);
1784 }
1942 } else 1785 else
1943 add_weight (where, (op->weight+op->carrying)); 1786 add_weight (this, (op->weight + op->carrying));
1944 1787
1945 otmp=is_player_inv(where); 1788 otmp = is_player_inv (this);
1946 if (otmp&&otmp->contr!=NULL) { 1789 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1790 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1791 fix_player (otmp);
1949 }
1950 1792
1951 op->map=NULL; 1793 op->map = NULL;
1952 op->env=where; 1794 op->env = this;
1953 op->above=NULL; 1795 op->above = NULL;
1954 op->below=NULL; 1796 op->below = NULL;
1955 op->x=0,op->y=0; 1797 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1798
1958 /* reset the light list and los of the players on the map */ 1799 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1800 if ((op->glow_radius != 0) && map)
1960 { 1801 {
1961#ifdef DEBUG_LIGHTS 1802#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1803 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1804#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1805 if (MAP_DARKNESS (map))
1806 update_all_los (map, x, y);
1966 } 1807 }
1967 1808
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1809 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1810 * It sure simplifies this function...
1970 */ 1811 */
1971 if (where->inv==NULL) 1812 if (!inv)
1972 where->inv=op; 1813 inv = op;
1973 else { 1814 else
1815 {
1974 op->below = where->inv; 1816 op->below = inv;
1975 op->below->above = op; 1817 op->below->above = op;
1976 where->inv = op; 1818 inv = op;
1977 } 1819 }
1820
1978 return op; 1821 return op;
1979} 1822}
1980 1823
1981/* 1824/*
1982 * Checks if any objects has a move_type that matches objects 1825 * 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 1840 * 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 1841 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1842 * on top.
2000 */ 1843 */
2001 1844
1845int
2002int check_move_on (object *op, object *originator) 1846check_move_on (object *op, object *originator)
2003{ 1847{
2004 object *tmp; 1848 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1849 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1850 int x = op->x, y = op->y;
1851
2008 MoveType move_on, move_slow, move_block; 1852 MoveType move_on, move_slow, move_block;
2009 1853
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1854 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0; 1855 return 0;
2012 1856
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1857 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); 1858 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); 1859 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2018 1860
2019 /* if nothing on this space will slow op down or be applied, 1861 /* 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 1862 * 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 1863 * is set, as lots of objects don't have it set - we treat that
2022 * as walking. 1864 * as walking.
2023 */ 1865 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1866 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0; 1867 return 0;
2026 1868
2027 /* This is basically inverse logic of that below - basically, 1869 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so, 1870 * 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 1871 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct. 1872 * blocked. Logic on this seems confusing, but does seem correct.
2031 */ 1873 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 && 1874 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; 1875 return 0;
2034 1876
2035 /* The objects have to be checked from top to bottom. 1877 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top: 1878 * Hence, we first go to the top:
2037 */ 1879 */
2038 1880
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1881 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) { 1882 {
2041 /* Trim the search when we find the first other spell effect 1883 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects, 1884 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them. 1885 * we don't need to check all of them.
2044 */ 1886 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1887 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1888 break;
1889 }
1890
1891 for (; tmp; tmp = tmp->below)
2046 } 1892 {
2047 for(;tmp!=NULL; tmp=tmp->below) { 1893 if (tmp == op)
2048 if (tmp == op) continue; /* Can't apply yourself */ 1894 continue; /* Can't apply yourself */
2049 1895
2050 /* Check to see if one of the movement types should be slowed down. 1896 /* 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 1897 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the 1898 * (~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 1899 * 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. 1900 * swim on that space, can't use it to avoid the penalty.
2055 */ 1901 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1902 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1903 {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1904 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)) { 1905 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1906 {
2060 1907
2061 float diff; 1908 float
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed); 1909 diff = tmp->move_slow_penalty * FABS (op->speed);
1910
2064 if (op->type == PLAYER) { 1911 if (op->type == PLAYER)
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1912 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))) { 1913 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2067 diff /= 4.0; 1914 diff /= 4.0;
2068 } 1915
2069 }
2070 op->speed_left -= diff; 1916 op->speed_left -= diff;
2071 } 1917 }
2072 } 1918 }
2073 1919
2074 /* Basically same logic as above, except now for actual apply. */ 1920 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1921 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)) { 1922 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2078 1923 {
2079 move_apply(tmp, op, originator); 1924 move_apply (tmp, op, originator);
1925
2080 if (was_destroyed (op, tag)) 1926 if (op->destroyed ())
2081 return 1; 1927 return 1;
2082 1928
2083 /* what the person/creature stepped onto has moved the object 1929 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did, 1930 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result. 1931 * have a feeling strange problems would result.
2086 */ 1932 */
2087 if (op->map != m || op->x != x || op->y != y) return 0; 1933 if (op->map != m || op->x != x || op->y != y)
1934 return 0;
2088 } 1935 }
2089 } 1936 }
1937
2090 return 0; 1938 return 0;
2091} 1939}
2092 1940
2093/* 1941/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1942 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1943 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
2097 */ 1945 */
2098 1946
1947object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1948present_arch (const archetype *at, maptile *m, int x, int y)
1949{
2100 object *tmp; 1950 object *
1951 tmp;
1952
2101 if(m==NULL || out_of_map(m,x,y)) { 1953 if (m == NULL || out_of_map (m, x, y))
1954 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1955 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1956 return NULL;
2104 } 1957 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1958 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1959 if (tmp->arch == at)
2107 return tmp; 1960 return tmp;
2108 return NULL; 1961 return NULL;
2109} 1962}
2110 1963
2111/* 1964/*
2112 * present(type, map, x, y) searches for any objects with 1965 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1966 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1967 * The first matching object is returned, or NULL if none.
2115 */ 1968 */
2116 1969
1970object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1971present (unsigned char type, maptile *m, int x, int y)
1972{
2118 object *tmp; 1973 object *
1974 tmp;
1975
2119 if(out_of_map(m,x,y)) { 1976 if (out_of_map (m, x, y))
1977 {
2120 LOG(llevError,"Present called outside map.\n"); 1978 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1979 return NULL;
2122 } 1980 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1981 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 1982 if (tmp->type == type)
2125 return tmp; 1983 return tmp;
2126 return NULL; 1984 return NULL;
2127} 1985}
2128 1986
2129/* 1987/*
2130 * present_in_ob(type, object) searches for any objects with 1988 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1989 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1990 * The first matching object is returned, or NULL if none.
2133 */ 1991 */
2134 1992
1993object *
2135object *present_in_ob(unsigned char type, const object *op) { 1994present_in_ob (unsigned char type, const object *op)
1995{
2136 object *tmp; 1996 object *
1997 tmp;
1998
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1999 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 2000 if (tmp->type == type)
2139 return tmp; 2001 return tmp;
2140 return NULL; 2002 return NULL;
2141} 2003}
2142 2004
2143/* 2005/*
2153 * the object name, not the archetype name. this is so that the 2015 * 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 2016 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2017 * to be unique.
2156 */ 2018 */
2157 2019
2020object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2021present_in_ob_by_name (int type, const char *str, const object *op)
2022{
2159 object *tmp; 2023 object *
2024 tmp;
2160 2025
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2028 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2029 return tmp;
2164 } 2030 }
2165 return NULL; 2031 return NULL;
2166} 2032}
2167 2033
2168/* 2034/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2035 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2036 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2037 * The first matching object is returned, or NULL if none.
2172 */ 2038 */
2173 2039
2040object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2041present_arch_in_ob (const archetype *at, const object *op)
2042{
2175 object *tmp; 2043 object *
2044 tmp;
2045
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2046 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2047 if (tmp->arch == at)
2178 return tmp; 2048 return tmp;
2179 return NULL; 2049 return NULL;
2180} 2050}
2181 2051
2182/* 2052/*
2183 * activate recursively a flag on an object inventory 2053 * activate recursively a flag on an object inventory
2184 */ 2054 */
2055void
2185void flag_inv(object*op, int flag){ 2056flag_inv (object *op, int flag)
2057{
2186 object *tmp; 2058 object *
2059 tmp;
2060
2187 if(op->inv) 2061 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 {
2189 SET_FLAG(tmp, flag); 2064 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2065 flag_inv (tmp, flag);
2191 } 2066 }
2192}/* 2067} /*
2193 * desactivate recursively a flag on an object inventory 2068 * desactivate recursively a flag on an object inventory
2194 */ 2069 */
2070void
2195void unflag_inv(object*op, int flag){ 2071unflag_inv (object *op, int flag)
2072{
2196 object *tmp; 2073 object *
2074 tmp;
2075
2197 if(op->inv) 2076 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2077 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2078 {
2199 CLEAR_FLAG(tmp, flag); 2079 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2080 unflag_inv (tmp, flag);
2201 } 2081 }
2202} 2082}
2203 2083
2204/* 2084/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2085 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2086 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2087 * 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. 2088 * him/her-self and all object carried by a call to this function.
2209 */ 2089 */
2210 2090
2091void
2211void set_cheat(object *op) { 2092set_cheat (object *op)
2093{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2094 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2095 flag_inv (op, FLAG_WAS_WIZ);
2214} 2096}
2215 2097
2216/* 2098/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2099 * 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 2100 * 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 2115 * 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 2116 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2117 * customized, changed states, etc.
2236 */ 2118 */
2237 2119
2120int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2121find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2122{
2123 int
2124 i,
2239 int i,index=0, flag; 2125 index = 0, flag;
2126 static int
2240 static int altern[SIZEOFFREE]; 2127 altern[SIZEOFFREE];
2241 2128
2242 for(i=start;i<stop;i++) { 2129 for (i = start; i < stop; i++)
2130 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2131 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2132 if (!flag)
2245 altern[index++]=i; 2133 altern[index++] = i;
2246 2134
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2135 /* 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. 2136 * 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 - 2137 * 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 2138 * 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 2139 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2140 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2141 * won't look 2 spaces south of the target space.
2254 */ 2142 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2143 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2144 stop = maxfree[i];
2257 } 2145 }
2258 if(!index) return -1; 2146 if (!index)
2147 return -1;
2259 return altern[RANDOM()%index]; 2148 return altern[RANDOM () % index];
2260} 2149}
2261 2150
2262/* 2151/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2152 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2153 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2154 * 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. 2155 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2156 */
2268 2157
2158int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2159find_first_free_spot (const object *ob, maptile *m, int x, int y)
2160{
2161 int
2270 int i; 2162 i;
2163
2271 for(i=0;i<SIZEOFFREE;i++) { 2164 for (i = 0; i < SIZEOFFREE; i++)
2165 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2166 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2167 return i;
2274 } 2168 }
2275 return -1; 2169 return -1;
2276} 2170}
2277 2171
2278/* 2172/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2173 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2174 * arr[begin..end-1].
2281 */ 2175 */
2176static void
2282static void permute(int *arr, int begin, int end) 2177permute (int *arr, int begin, int end)
2283{ 2178{
2284 int i, j, tmp, len; 2179 int
2180 i,
2181 j,
2182 tmp,
2183 len;
2285 2184
2286 len = end-begin; 2185 len = end - begin;
2287 for(i = begin; i < end; i++) 2186 for (i = begin; i < end; i++)
2288 { 2187 {
2289 j = begin+RANDOM()%len; 2188 j = begin + RANDOM () % len;
2290 2189
2291 tmp = arr[i]; 2190 tmp = arr[i];
2292 arr[i] = arr[j]; 2191 arr[i] = arr[j];
2293 arr[j] = tmp; 2192 arr[j] = tmp;
2294 } 2193 }
2295} 2194}
2296 2195
2297/* new function to make monster searching more efficient, and effective! 2196/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2197 * 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 2198 * 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 2199 * 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 2200 * 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. 2201 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2202 */
2203void
2304void get_search_arr(int *search_arr) 2204get_search_arr (int *search_arr)
2305{ 2205{
2206 int
2306 int i; 2207 i;
2307 2208
2308 for(i = 0; i < SIZEOFFREE; i++) 2209 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2210 {
2310 search_arr[i] = i; 2211 search_arr[i] = i;
2311 } 2212 }
2312 2213
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2214 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2215 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2216 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2217}
2317 2218
2318/* 2219/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2220 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2221 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2227 * 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 2228 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2229 * there is capable of.
2329 */ 2230 */
2330 2231
2232int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2233find_dir (maptile *m, int x, int y, object *exclude)
2234{
2235 int
2236 i,
2332 int i,max=SIZEOFFREE, mflags; 2237 max = SIZEOFFREE, mflags;
2238
2333 sint16 nx, ny; 2239 sint16 nx, ny;
2334 object *tmp; 2240 object *
2335 mapstruct *mp; 2241 tmp;
2242 maptile *
2243 mp;
2244
2336 MoveType blocked, move_type; 2245 MoveType blocked, move_type;
2337 2246
2338 if (exclude && exclude->head) { 2247 if (exclude && exclude->head)
2248 {
2339 exclude = exclude->head; 2249 exclude = exclude->head;
2340 move_type = exclude->move_type; 2250 move_type = exclude->move_type;
2341 } else { 2251 }
2252 else
2253 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2254 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2255 move_type = MOVE_ALL;
2256 }
2257
2258 for (i = 1; i < max; i++)
2344 } 2259 {
2345
2346 for(i=1;i<max;i++) {
2347 mp = m; 2260 mp = m;
2348 nx = x + freearr_x[i]; 2261 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2262 ny = y + freearr_y[i];
2350 2263
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2264 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2265 if (mflags & P_OUT_OF_MAP)
2266 {
2353 max = maxfree[i]; 2267 max = maxfree[i];
2268 }
2354 } else { 2269 else
2270 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2271 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2272
2357 if ((move_type & blocked) == move_type) { 2273 if ((move_type & blocked) == move_type)
2274 {
2358 max=maxfree[i]; 2275 max = maxfree[i];
2276 }
2359 } else if (mflags & P_IS_ALIVE) { 2277 else if (mflags & P_IS_ALIVE)
2278 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2279 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2280 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2281 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2282 {
2363 break; 2283 break;
2364 } 2284 }
2365 } 2285 }
2366 if(tmp) { 2286 if (tmp)
2287 {
2367 return freedir[i]; 2288 return freedir[i];
2368 } 2289 }
2369 } 2290 }
2370 } 2291 }
2371 } 2292 }
2372 return 0; 2293 return 0;
2373} 2294}
2374 2295
2375/* 2296/*
2376 * distance(object 1, object 2) will return the square of the 2297 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2298 * distance between the two given objects.
2378 */ 2299 */
2379 2300
2301int
2380int distance(const object *ob1, const object *ob2) { 2302distance (const object *ob1, const object *ob2)
2303{
2381 int i; 2304 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2305 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2306
2307 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2308 return i;
2385} 2309}
2386 2310
2387/* 2311/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2312 * 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 2313 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2314 * object, needs to travel toward it.
2391 */ 2315 */
2392 2316
2317int
2393int find_dir_2(int x, int y) { 2318find_dir_2 (int x, int y)
2319{
2394 int q; 2320 int
2321 q;
2395 2322
2396 if(y) 2323 if (y)
2397 q=x*100/y; 2324 q = x * 100 / y;
2398 else if (x) 2325 else if (x)
2399 q= -300*x; 2326 q = -300 * x;
2400 else 2327 else
2401 return 0; 2328 return 0;
2402 2329
2403 if(y>0) { 2330 if (y > 0)
2331 {
2404 if(q < -242) 2332 if (q < -242)
2405 return 3 ; 2333 return 3;
2406 if (q < -41) 2334 if (q < -41)
2407 return 2 ; 2335 return 2;
2408 if (q < 41) 2336 if (q < 41)
2409 return 1 ; 2337 return 1;
2410 if (q < 242) 2338 if (q < 242)
2411 return 8 ; 2339 return 8;
2412 return 7 ; 2340 return 7;
2413 } 2341 }
2414 2342
2415 if (q < -242) 2343 if (q < -242)
2416 return 7 ; 2344 return 7;
2417 if (q < -41) 2345 if (q < -41)
2418 return 6 ; 2346 return 6;
2419 if (q < 41) 2347 if (q < 41)
2420 return 5 ; 2348 return 5;
2421 if (q < 242) 2349 if (q < 242)
2422 return 4 ; 2350 return 4;
2423 2351
2424 return 3 ; 2352 return 3;
2425} 2353}
2426 2354
2427/* 2355/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2356 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2357 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2358 * "overflow" in previous calculations of a direction).
2431 */ 2359 */
2432 2360
2361int
2433int absdir(int d) { 2362absdir (int d)
2434 while(d<1) d+=8; 2363{
2435 while(d>8) d-=8; 2364 while (d < 1)
2365 d += 8;
2366 while (d > 8)
2367 d -= 8;
2436 return d; 2368 return d;
2437} 2369}
2438 2370
2439/* 2371/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2372 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2373 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2374 */
2443 2375
2376int
2444int dirdiff(int dir1, int dir2) { 2377dirdiff (int dir1, int dir2)
2378{
2445 int d; 2379 int
2380 d;
2381
2446 d = abs(dir1 - dir2); 2382 d = abs (dir1 - dir2);
2447 if(d>4) 2383 if (d > 4)
2448 d = 8 - d; 2384 d = 8 - d;
2449 return d; 2385 return d;
2450} 2386}
2451 2387
2452/* peterm: 2388/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2393 * 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 2394 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2395 * functions.
2460 */ 2396 */
2461 2397
2398int
2462int reduction_dir[SIZEOFFREE][3] = { 2399 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2400 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2401 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2402 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2403 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2404 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2405 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2406 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2407 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2408 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2409 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2410 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2411 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2412 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2413 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2414 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2415 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2416 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2417 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2418 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2419 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2420 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2421 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2422 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2423 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2424 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2425 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2426 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2427 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2428 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2429 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2430 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2431 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2432 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2433 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2434 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2435 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2436 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2437 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2438 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2439 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2440 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2441 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2442 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2443 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2444 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2445 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2446 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2447 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2448 {24, 9, -1}
2449}; /* 48 */
2512 2450
2513/* Recursive routine to step back and see if we can 2451/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2452 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2453 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2454 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2455 * Modified to be map tile aware -.MSW
2518 */ 2456 */
2519
2520 2457
2458
2459int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2460can_see_monsterP (maptile *m, int x, int y, int dir)
2461{
2522 sint16 dx, dy; 2462 sint16 dx, dy;
2463 int
2523 int mflags; 2464 mflags;
2524 2465
2466 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2467 return 0; /* exit condition: invalid direction */
2526 2468
2527 dx = x + freearr_x[dir]; 2469 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2470 dy = y + freearr_y[dir];
2529 2471
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2472 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2473
2532 /* This functional arguably was incorrect before - it was 2474 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2475 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2476 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2477 * 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 2478 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2479 * at least its move type.
2538 */ 2480 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2481 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2482 return 0;
2540 2483
2541 /* yes, can see. */ 2484 /* yes, can see. */
2542 if(dir < 9) return 1; 2485 if (dir < 9)
2486 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2487 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2488 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} 2489}
2547 2490
2548 2491
2549 2492
2550/* 2493/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2494 * 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 2495 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2496 * picked up, otherwise 0.
2554 * 2497 *
2556 * core dumps if they do. 2499 * core dumps if they do.
2557 * 2500 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2501 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2502 */
2560 2503
2504int
2561int can_pick(const object *who, const object *item) { 2505can_pick (const object *who, const object *item)
2506{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2507 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2508 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2509 !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} 2510}
2567 2511
2568 2512
2569/* 2513/*
2570 * create clone from object to another 2514 * create clone from object to another
2571 */ 2515 */
2516object *
2572object *object_create_clone (object *asrc) { 2517object_create_clone (object *asrc)
2518{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2519 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2520
2575 if(!asrc) return NULL; 2521 if (!asrc)
2522 return 0;
2523
2576 src = asrc; 2524 src = asrc;
2577 if(src->head) 2525 if (src->head)
2578 src = src->head; 2526 src = src->head;
2579 2527
2580 prev = NULL; 2528 prev = 0;
2581 for(part = src; part; part = part->more) { 2529 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2530 {
2583 copy_object(part,tmp); 2531 tmp = part->clone ();
2584 tmp->x -= src->x; 2532 tmp->x -= src->x;
2585 tmp->y -= src->y; 2533 tmp->y -= src->y;
2534
2586 if(!part->head) { 2535 if (!part->head)
2536 {
2587 dst = tmp; 2537 dst = tmp;
2588 tmp->head = NULL; 2538 tmp->head = 0;
2539 }
2589 } else { 2540 else
2541 {
2590 tmp->head = dst; 2542 tmp->head = dst;
2591 } 2543 }
2544
2592 tmp->more = NULL; 2545 tmp->more = 0;
2546
2593 if(prev) 2547 if (prev)
2594 prev->more = tmp; 2548 prev->more = tmp;
2549
2595 prev = tmp; 2550 prev = tmp;
2596 } 2551 }
2597 /*** copy inventory ***/ 2552
2598 for(item = src->inv; item; item = item->below) { 2553 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2554 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2555
2602 return dst; 2556 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2557}
2612 2558
2613/* GROS - Creates an object using a string representing its content. */ 2559/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */ 2560/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2561/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */ 2562/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */ 2563/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2564/* Also remember that multiparts objects are not supported for now. */
2619 2565
2566object *
2620object* load_object_str(const char *obstr) 2567load_object_str (const char *obstr)
2621{ 2568{
2622 object *op; 2569 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2570 char filename[MAX_BUF];
2571
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2572 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2573
2626 tempfile=fopen(filename,"w"); 2574 FILE *tempfile = fopen (filename, "w");
2575
2627 if (tempfile == NULL) 2576 if (tempfile == NULL)
2628 { 2577 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2578 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2579 return NULL;
2631 }; 2580 }
2581
2632 fprintf(tempfile,obstr); 2582 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2583 fclose (tempfile);
2634 2584
2635 op=get_object(); 2585 op = object::create ();
2636 2586
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); 2587 object_thawer thawer (filename);
2588
2589 if (thawer)
2644 load_object(thawer,op,LO_NEWFILE,0); 2590 load_object (thawer, op, 0);
2591
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2592 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2593 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2594
2648 return op; 2595 return op;
2649} 2596}
2650 2597
2651/* This returns the first object in who's inventory that 2598/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2599 * has the same type and subtype match.
2653 * returns NULL if no match. 2600 * returns NULL if no match.
2654 */ 2601 */
2602object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2603find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2604{
2657 object *tmp; 2605 object *tmp;
2658 2606
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2607 for (tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2608 if (tmp->type == type && tmp->subtype == subtype)
2609 return tmp;
2661 2610
2662 return NULL; 2611 return NULL;
2663} 2612}
2664 2613
2665/* If ob has a field named key, return the link from the list, 2614/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2615 * otherwise return NULL.
2667 * 2616 *
2668 * key must be a passed in shared string - otherwise, this won't 2617 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2618 * do the desired thing.
2670 */ 2619 */
2620key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2621get_ob_key_link (const object *ob, const char *key)
2622{
2672 key_value * link; 2623 key_value *link;
2673 2624
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2625 for (link = ob->key_values; link != NULL; link = link->next)
2675 if (link->key == key) { 2626 if (link->key == key)
2676 return link; 2627 return link;
2677 } 2628
2678 }
2679
2680 return NULL; 2629 return NULL;
2681} 2630}
2682 2631
2683/* 2632/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2633 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2634 *
2686 * The argument doesn't need to be a shared string. 2635 * The argument doesn't need to be a shared string.
2687 * 2636 *
2688 * The returned string is shared. 2637 * The returned string is shared.
2689 */ 2638 */
2639const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2640get_ob_key_value (const object *op, const char *const key)
2641{
2691 key_value * link; 2642 key_value *link;
2692 const char * canonical_key; 2643 shstr_cmp canonical_key (key);
2644
2645 if (!canonical_key)
2693 2646 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2647 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2648 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2649 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2650 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2651 */
2702 return NULL; 2652 return 0;
2703 } 2653 }
2704 2654
2705 /* This is copied from get_ob_key_link() above - 2655 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2656 * only 4 lines, and saves the function call overhead.
2707 */ 2657 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2658 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2659 if (link->key == canonical_key)
2710 return link->value; 2660 return link->value;
2711 } 2661
2712 } 2662 return 0;
2713 return NULL;
2714} 2663}
2715 2664
2716 2665
2717/* 2666/*
2718 * Updates the canonical_key in op to value. 2667 * 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 2671 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2672 * keys.
2724 * 2673 *
2725 * Returns TRUE on success. 2674 * Returns TRUE on success.
2726 */ 2675 */
2676int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2677set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2678{
2679 key_value *
2728 key_value * field = NULL, *last=NULL; 2680 field = NULL, *last = NULL;
2729 2681
2730 for (field=op->key_values; field != NULL; field=field->next) { 2682 for (field = op->key_values; field != NULL; field = field->next)
2683 {
2731 if (field->key != canonical_key) { 2684 if (field->key != canonical_key)
2685 {
2732 last = field; 2686 last = field;
2733 continue; 2687 continue;
2734 } 2688 }
2735 2689
2736 if (field->value) FREE_AND_CLEAR_STR(field->value);
2737 if (value) 2690 if (value)
2738 field->value = add_string(value); 2691 field->value = value;
2739 else { 2692 else
2693 {
2740 /* Basically, if the archetype has this key set, 2694 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2695 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2696 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2697 * we get this value back again.
2744 */ 2698 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2699 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2700 field->value = 0;
2747 else { 2701 else
2748 /* Delete this link */ 2702 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2703 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value);
2751 if (last) last->next = field->next; 2704 last->next = field->next;
2705 else
2752 else op->key_values = field->next; 2706 op->key_values = field->next;
2707
2753 free(field); 2708 delete field;
2754 } 2709 }
2755 } 2710 }
2756 return TRUE; 2711 return TRUE;
2757 } 2712 }
2758 /* IF we get here, key doesn't exist */ 2713 /* IF we get here, key doesn't exist */
2759 2714
2760 /* No field, we'll have to add it. */ 2715 /* No field, we'll have to add it. */
2716
2717 if (!add_key)
2761 2718 {
2762 if (!add_key) {
2763 return FALSE; 2719 return FALSE;
2764 } 2720 }
2765 /* There isn't any good reason to store a null 2721 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2722 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2723 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2724 * be here. If user wants to store empty strings,
2769 * should pass in "" 2725 * should pass in ""
2770 */ 2726 */
2771 if (value == NULL) return TRUE; 2727 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; 2728 return TRUE;
2729
2730 field = new key_value;
2731
2732 field->key = canonical_key;
2733 field->value = value;
2734 /* Usual prepend-addition. */
2735 field->next = op->key_values;
2736 op->key_values = field;
2737
2738 return TRUE;
2782} 2739}
2783 2740
2784/* 2741/*
2785 * Updates the key in op to value. 2742 * Updates the key in op to value.
2786 * 2743 *
2788 * and not add new ones. 2745 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2746 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2747 *
2791 * Returns TRUE on success. 2748 * Returns TRUE on success.
2792 */ 2749 */
2750int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2751set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2752{
2795 int floating_ref = FALSE; 2753 shstr key_ (key);
2796 int ret; 2754
2755 return set_ob_key_value_s (op, key_, value, add_key);
2756}
2757
2758object::depth_iterator::depth_iterator (object *container)
2759: iterator_base (container)
2760{
2761 while (item->inv)
2762 item = item->inv;
2763}
2764
2765void
2766object::depth_iterator::next ()
2767{
2768 if (item->below)
2797 2769 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2770 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2771
2800 */ 2772 while (item->inv)
2773 item = item->inv;
2801 2774 }
2802 canonical_key = find_string(key); 2775 else
2803 if (canonical_key == NULL) { 2776 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} 2777}
2778
2779// return a suitable string describing an objetc in enough detail to find it
2780const char *
2781object::debug_desc (char *info) const
2782{
2783 char info2[256 * 3];
2784 char *p = info;
2785
2786 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2787 count,
2788 &name,
2789 title ? " " : "",
2790 title ? (const char *)title : "");
2791
2792 if (env)
2793 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2794
2795 if (map)
2796 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2797
2798 return info;
2799}
2800
2801const char *
2802object::debug_desc () const
2803{
2804 static char info[256 * 3];
2805 return debug_desc (info);
2806}
2807

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