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Comparing deliantra/server/common/object.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:52 2006 UTC vs.
Revision 1.84 by root, Mon Dec 25 14:54:44 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.2 2006/08/25 17:11:52 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57void (*object_free_callback)(object *ob); 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 45};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 48};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
68int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
71 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
72 133
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
75 key_value * wants_field; 138 key_value *wants_field;
76 139
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
80 */ 143 */
81 144
82 /* For each field in wants, */ 145 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
84 key_value * has_field; 148 key_value *has_field;
85 149
86 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
88 154 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 155 /* No field with that name. */
91 return FALSE; 156 return FALSE;
92 } 157 }
93 158
94 /* Found the matching field. */ 159 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
96 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 163 return FALSE;
98 } 164 }
99 165
100 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 167 }
168
103 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 170 return TRUE;
105} 171}
106 172
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
109 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
111 */ 179 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 181}
114 182
115/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 184 * they can be merged together.
117 * 185 *
118 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
121 * 189 *
122 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
123 * 191 *
124 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
125 * check weight 193 * check weight
126 */ 194 */
127 195
128int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
129 197{
130 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
132 200 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 204 return 0;
140 205
206 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 209 * used to store nrof).
144 */ 210 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 212 return 0;
147 213
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 218 * flags lose any meaning.
168 */ 219 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 222
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 225
175 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
179 */ 230 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 251 return 0;
210 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
211 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
214 */ 274 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 276 return 0;
217 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
218 switch (ob1->type) { 285 switch (ob1->type)
286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
221 break; 290 break;
222
223 } 291 }
292
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
225 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
228 return 0; 298 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 300 return 0;
231 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
232 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
233 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
234 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
235 return 1; 314 return 1;
236} 315}
237 316
238/* 317/*
239 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
242 */ 321 */
243signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
244 signed long sum; 325 long sum;
245 object *inv; 326 object *inv;
327
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
247 if (inv->inv) 330 if (inv->inv)
248 sum_weight(inv); 331 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 333 }
334
251 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
253 if(op->carrying != sum) 338 if (op->carrying != sum)
254 op->carrying = sum; 339 op->carrying = sum;
340
255 return sum; 341 return sum;
256} 342}
257 343
258/** 344/**
259 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
260 */ 346 */
261 347
348object *
262object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
263 while (op->env != NULL) 351 while (op->env != NULL)
264 op = op->env; 352 op = op->env;
265 return op; 353 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 354}
280 355
281/* 356/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 358 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
285 */ 360 */
286 361
287void dump_object2(object *op) { 362char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 363dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 364{
342 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
343 367
344 if(op==NULL) 368 object_freezer freezer;
345 { 369 save_object (freezer, op, 3);
346 strcpy(outstr,"[NULL pointer]"); 370 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 371}
384 372
385/* 373/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
389 */ 377 */
390 378
379object *
391object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
392 object *tmp,*closest; 382 object *tmp, *closest;
393 int last_dist,i; 383 int last_dist, i;
384
394 if(op->more==NULL) 385 if (op->more == NULL)
395 return op; 386 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
399 return closest; 390 return closest;
400} 391}
401 392
402/* 393/*
403 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
404 */ 395 */
405 396
397object *
406object *find_object(tag_t i) { 398find_object (tag_t i)
407 object *op; 399{
408 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 401 if (op->count == i)
410 break; 402 return op;
403
411 return op; 404 return 0;
412} 405}
413 406
414/* 407/*
415 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
418 */ 411 */
419 412
413object *
420object *find_object_name(const char *str) { 414find_object_name (const char *str)
421 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
422 object *op; 417 object *op;
418
423 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 420 if (op->name == str_)
425 break; 421 break;
426 free_string(name); 422
427 return op; 423 return op;
428} 424}
429 425
426void
430void free_all_object_data(void) { 427free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 428{
472 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 430}
480
481
482 431
483/* 432/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 434 * skill and experience objects.
486 */ 435 */
487void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
488{ 438{
489 if(owner==NULL||op==NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
498 */ 448 */
499 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
501 451
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 452 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 453}
556 454
557/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 456 * refcounts and freeing the links.
559 */ 457 */
458static void
560static void free_key_values(object * op) { 459free_key_values (object *op)
561 key_value * i; 460{
562 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
563 462 {
564 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
565 467 }
566 for (i = op->key_values; i != NULL; i = next) { 468
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 469 op->key_values = 0;
577} 470}
578 471
579
580/* 472/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 if (object_free_callback)
588 object_free_callback (op);
589
590 event *evt;
591 event *evt2;
592
593 /* redo this to be simpler/more efficient. Was also seeing
594 * crashes in the old code. Move this to the top - am
595 * seeing periodic crashes in this code, and would like to have
596 * as much info available as possible (eg, object name).
597 */
598 for (evt = op->events; evt; evt=evt2) {
599 evt2 = evt->next;
600
601 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604
605 free(evt);
606 }
607 op->events = NULL;
608
609 free_key_values(op);
610
611 /* the memset will clear all these values for us, but we need
612 * to reduce the refcount on them.
613 */
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
623
624
625 memset((void*)op, 0, sizeof (object_special));
626 /* Below here, we clear things that are not done by the memset,
627 * or set default values that are not zero.
628 */
629 /* This is more or less true */
630 SET_FLAG(op, FLAG_REMOVED);
631
632
633 op->contr = NULL;
634 op->below=NULL;
635 op->above=NULL;
636 op->inv=NULL;
637 op->events=NULL;
638 op->container=NULL;
639 op->env=NULL;
640 op->more=NULL;
641 op->head=NULL;
642 op->map=NULL;
643 op->refcount=0;
644 op->active_next = NULL;
645 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */
647
648 op->expmul=1.0;
649 op->face = blank_face;
650 op->attacked_by_count = (tag_t) -1;
651 if (settings.casting_time)
652 op->casting_time = -1;
653
654}
655
656/*
657 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
658 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
659 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
661 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 478 * will point at garbage.
663 */ 479 */
480void
481object::copy_to (object *dst)
482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
664 485
665void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
667 event *evt, *evt2, *evt_new;
668 487
669 if (object_free_callback) 488 if (is_freed)
670 object_free_callback (op); 489 SET_FLAG (dst, FLAG_FREED);
671 490
672 // callback registries and self are empty for copied objects 491 if (is_removed)
673 // this ought to change in the future 492 SET_FLAG (dst, FLAG_REMOVED);
674 493
675 /* Decrement the refcounts, but don't bother zeroing the fields; 494 if (speed < 0)
676 they'll be overwritten by memcpy. */
677 if(op->name!=NULL) free_string(op->name);
678 if(op->name_pl!=NULL) free_string(op->name_pl);
679 if(op->title!=NULL) free_string(op->title);
680 if(op->race!=NULL) free_string(op->race);
681 if(op->slaying!=NULL) free_string(op->slaying);
682 if(op->skill!=NULL) free_string(op->skill);
683 if(op->msg!=NULL) free_string(op->msg);
684 if(op->lore!=NULL) free_string(op->lore);
685 if(op->materialname != NULL) free_string(op->materialname);
686 if(op->custom_name != NULL) free_string(op->custom_name);
687
688 /* Basically, same code as from clear_object() */
689 for (evt = op->events; evt; evt=evt2) {
690 evt2 = evt->next;
691
692 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
693 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
694 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
695
696 free(evt);
697 }
698 op->events = NULL;
699
700 free_key_values(op);
701
702 *(object_special *)op = *(object_special *)op2;
703
704 if(is_freed) SET_FLAG(op,FLAG_FREED);
705 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
706 if(op->name!=NULL) add_refcount(op->name);
707 if(op->name_pl!=NULL) add_refcount(op->name_pl);
708 if(op->title!=NULL) add_refcount(op->title);
709 if(op->race!=NULL) add_refcount(op->race);
710 if(op->slaying!=NULL) add_refcount(op->slaying);
711 if(op->skill!=NULL) add_refcount(op->skill);
712 if(op->lore!=NULL) add_refcount(op->lore);
713 if(op->msg!=NULL) add_refcount(op->msg);
714 if(op->custom_name!=NULL) add_refcount(op->custom_name);
715 if (op->materialname != NULL) add_refcount(op->materialname);
716
717 if((op2->speed<0) && !editor)
718 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
719 496
720 /* Copy over event information */
721 evt2 = NULL;
722 for (evt = op2->events; evt; evt=evt->next) {
723 evt_new = (event *) malloc(sizeof(event));
724 memcpy(evt_new, evt, sizeof(event));
725 if (evt_new->hook) add_refcount(evt_new->hook);
726 if (evt_new->plugin) add_refcount(evt_new->plugin);
727 if (evt_new->options) add_refcount(evt_new->options);
728 evt_new->next = NULL;
729
730 /* Try to be a little clever here, and store away the
731 * last event we copied, so that its simpler to update the
732 * pointer.
733 */
734 if (evt2)
735 evt2->next = evt_new;
736 else
737 op->events = evt_new;
738
739 evt2 = evt_new;
740 }
741 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 498 if (key_values)
743 key_value * tail = NULL; 499 {
500 key_value *tail = 0;
744 key_value * i; 501 key_value *i;
745 502
746 op->key_values = NULL; 503 dst->key_values = 0;
747 504
748 for (i = op2->key_values; i != NULL; i = i->next) { 505 for (i = key_values; i; i = i->next)
749 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 506 {
507 key_value *new_link = new key_value;
750 508
751 new_link->next = NULL; 509 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 510 new_link->key = i->key;
753 if (i->value) 511 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 512
758 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 514 if (!dst->key_values)
760 op->key_values = new_link; 515 {
761 tail = new_link; 516 dst->key_values = new_link;
762 } else { 517 tail = new_link;
763 tail->next = new_link; 518 }
764 tail = new_link; 519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
765 } 525 }
766 }
767 }
768 526
769 update_ob_speed(op); 527 update_ob_speed (dst);
770} 528}
771 529
772/*
773 * expand_objects() allocates more objects for the list of unused objects.
774 * It is called from get_object() if the unused list is empty.
775 */
776
777void expand_objects(void) {
778 int i;
779 object *obj;
780 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
781
782 if(obj==NULL)
783 fatal(OUT_OF_MEMORY);
784 free_objects=obj;
785 obj[0].prev=NULL;
786 obj[0].next= &obj[1],
787 SET_FLAG(&(obj[0]), FLAG_REMOVED);
788 SET_FLAG(&(obj[0]), FLAG_FREED);
789
790 for(i=1;i<OBJ_EXPAND-1;i++) {
791 obj[i].next= &obj[i+1],
792 obj[i].prev= &obj[i-1],
793 SET_FLAG(&(obj[i]), FLAG_REMOVED);
794 SET_FLAG(&(obj[i]), FLAG_FREED);
795 }
796 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
797 obj[OBJ_EXPAND-1].next=NULL,
798 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
799 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
800
801 nrofallocobjects += OBJ_EXPAND;
802 nroffreeobjects += OBJ_EXPAND;
803}
804
805/*
806 * get_object() grabs an object from the list of unused objects, makes
807 * sure it is initialised, and returns it.
808 * If there are no free objects, expand_objects() is called to get more.
809 */
810
811object *get_object(void) {
812 object *op; 530object *
813 531object::clone ()
814 if(free_objects==NULL) { 532{
815 expand_objects(); 533 object *neu = create ();
816 } 534 copy_to (neu);
817 op=free_objects;
818#ifdef MEMORY_DEBUG
819 /* The idea is hopefully by doing a realloc, the memory
820 * debugging program will now use the current stack trace to
821 * report leaks.
822 */
823 op = realloc(op, sizeof(object));
824 SET_FLAG(op, FLAG_REMOVED);
825 SET_FLAG(op, FLAG_FREED);
826#endif
827
828 if(!QUERY_FLAG(op,FLAG_FREED)) {
829 LOG(llevError,"Fatal: Getting busy object.\n");
830 }
831 free_objects=op->next;
832 if(free_objects!=NULL)
833 free_objects->prev=NULL;
834 op->count= ++ob_count;
835 op->name=NULL;
836 op->name_pl=NULL;
837 op->title=NULL;
838 op->race=NULL;
839 op->slaying=NULL;
840 op->skill = NULL;
841 op->lore=NULL;
842 op->msg=NULL;
843 op->materialname=NULL;
844 op->next=objects;
845 op->prev=NULL;
846 op->active_next = NULL;
847 op->active_prev = NULL;
848 if(objects!=NULL)
849 objects->prev=op;
850 objects=op;
851 clear_object(op);
852 SET_FLAG(op,FLAG_REMOVED);
853 nroffreeobjects--;
854 return op; 535 return neu;
855} 536}
856 537
857/* 538/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
859 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
860 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
861 */ 542 */
862 543
544void
863void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
865 return; 548 return;
866 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
868} 551}
869 552
870/* 553/*
871 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
872 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
873 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
874 */ 557 */
875 558void
876void update_ob_speed(object *op) { 559update_ob_speed (object *op)
560{
877 extern int arch_init; 561 extern int arch_init;
878 562
879 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated. 564 * since they never really need to be updated.
881 */ 565 */
882 566
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
885#ifdef MANY_CORES 570#ifdef MANY_CORES
886 abort(); 571 abort ();
887#else 572#else
888 op->speed = 0; 573 op->speed = 0;
889#endif 574#endif
890 } 575 }
576
891 if (arch_init) { 577 if (arch_init)
892 return;
893 }
894 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
895 /* If already on active list, don't do anything */
896 if (op->active_next || op->active_prev || op==active_objects)
897 return; 578 return;
898 579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 {
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
584 return;
585
899 /* process_events() expects us to insert the object at the beginning 586 /* process_events() expects us to insert the object at the beginning
900 * of the list. */ 587 * of the list. */
901 op->active_next = active_objects; 588 op->active_next = active_objects;
589
902 if (op->active_next!=NULL) 590 if (op->active_next != NULL)
903 op->active_next->active_prev = op; 591 op->active_next->active_prev = op;
592
904 active_objects = op; 593 active_objects = op;
594 }
595 else
905 } 596 {
906 else {
907 /* If not on the active list, nothing needs to be done */ 597 /* If not on the active list, nothing needs to be done */
908 if (!op->active_next && !op->active_prev && op!=active_objects) 598 if (!op->active_next && !op->active_prev && op != active_objects)
909 return; 599 return;
910 600
911 if (op->active_prev==NULL) { 601 if (op->active_prev == NULL)
602 {
912 active_objects = op->active_next; 603 active_objects = op->active_next;
604
913 if (op->active_next!=NULL) 605 if (op->active_next != NULL)
914 op->active_next->active_prev = NULL; 606 op->active_next->active_prev = NULL;
915 } 607 }
916 else { 608 else
609 {
917 op->active_prev->active_next = op->active_next; 610 op->active_prev->active_next = op->active_next;
611
918 if (op->active_next) 612 if (op->active_next)
919 op->active_next->active_prev = op->active_prev; 613 op->active_next->active_prev = op->active_prev;
920 } 614 }
615
921 op->active_next = NULL; 616 op->active_next = NULL;
922 op->active_prev = NULL; 617 op->active_prev = NULL;
923 } 618 }
924} 619}
925 620
926/* This function removes object 'op' from the list of active 621/* This function removes object 'op' from the list of active
927 * objects. 622 * objects.
929 * reference maps where you don't want an object that isn't 624 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed. 625 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which 626 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object. 627 * will do the right thing based on the speed of the object.
933 */ 628 */
629void
934void remove_from_active_list(object *op) 630remove_from_active_list (object *op)
935{ 631{
936 /* If not on the active list, nothing needs to be done */ 632 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects) 633 if (!op->active_next && !op->active_prev && op != active_objects)
938 return; 634 return;
939 635
940 if (op->active_prev==NULL) { 636 if (op->active_prev == NULL)
637 {
941 active_objects = op->active_next; 638 active_objects = op->active_next;
942 if (op->active_next!=NULL) 639 if (op->active_next != NULL)
943 op->active_next->active_prev = NULL; 640 op->active_next->active_prev = NULL;
641 }
642 else
944 } 643 {
945 else {
946 op->active_prev->active_next = op->active_next; 644 op->active_prev->active_next = op->active_next;
947 if (op->active_next) 645 if (op->active_next)
948 op->active_next->active_prev = op->active_prev; 646 op->active_next->active_prev = op->active_prev;
949 } 647 }
950 op->active_next = NULL; 648 op->active_next = NULL;
951 op->active_prev = NULL; 649 op->active_prev = NULL;
952} 650}
953 651
954/* 652/*
955 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
956 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
957 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
958 * invisible object, etc...) 656 * invisible object, etc...)
959 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
960 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
961 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
962 * 660 *
963 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
964 * For example, if the only thing that has changed is the face (due to
965 * an animation), we don't need to call update_position until that actually
966 * comes into view of a player. OTOH, many other things, like addition/removal
967 * of walls or living creatures may need us to update the flags now.
968 * current action are: 662 * current action are:
969 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
970 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
972 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
974 */ 668 */
975 669void
976void update_object(object *op, int action) { 670update_object (object *op, int action)
977 int update_now=0, flags; 671{
978 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
979 673
980 if (op == NULL) { 674 if (op == NULL)
675 {
981 /* this should never happen */ 676 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
983 return; 678 return;
984 }
985 679 }
986 if(op->env!=NULL) { 680
681 if (op->env)
682 {
987 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
988 * to do in this case. 684 * to do in this case.
989 */ 685 */
990 return; 686 return;
991 } 687 }
992 688
993 /* If the map is saving, don't do anything as everything is 689 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways. 690 * going to get freed anyways.
995 */ 691 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 692 if (!op->map || op->map->in_memory == MAP_SAVING)
997 693 return;
694
998 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 696 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 697 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 699#ifdef MANY_CORES
1003 abort(); 700 abort ();
1004#endif 701#endif
1005 return; 702 return;
1006 }
1007 703 }
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1010 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1011 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1012 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1013 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1014 704
705 mapspace &m = op->ms ();
706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
1015 if (action == UP_OBJ_INSERT) { 709 else if (action == UP_OBJ_INSERT)
710 {
711 // this is likely overkill, TODO: revisit (schmorp)
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1017 update_now=1;
1018
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1020 update_now=1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1021 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1023 update_now=1; 718 || (m.move_on | op->move_on ) != m.move_on
1024 719 || (m.move_off | op->move_off ) != m.move_off
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 720 || (m.move_slow | op->move_slow) != m.move_slow
1026 update_now=1;
1027
1028 if ((move_on | op->move_on) != move_on) update_now=1;
1029 if ((move_off | op->move_off) != move_off) update_now=1;
1030 /* This isn't perfect, but I don't expect a lot of objects to 721 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 722 * to have move_allow right now.
1032 */ 723 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1034 update_now=1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 726 m.flags_ = P_NEED_UPDATE;
1036 } 727 }
1037 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 730 * that is being removed.
1040 */ 731 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 733 m.flags_ = P_NEED_UPDATE;
1043 } else if (action == UP_OBJ_FACE) { 734 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 735 /* Nothing to do for that case */ ;
1045 }
1046 else { 736 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 738
1050 if (update_now) {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1052 update_position(op->map, op->x, op->y);
1053 }
1054
1055 if(op->more!=NULL) 739 if (op->more)
1056 update_object(op->more, action); 740 update_object (op->more, action);
1057} 741}
1058 742
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object ()
747{
748 SET_FLAG (this, FLAG_REMOVED);
749
750 expmul = 1.0;
751 face = blank_face;
752}
753
754object::~object ()
755{
756 free_key_values (this);
757}
758
759void object::link ()
760{
761 count = ++ob_count;
762 uuid = gen_uuid ();
763
764 prev = 0;
765 next = object::first;
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771}
772
773void object::unlink ()
774{
775 if (this == object::first)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op;
791}
1059 792
1060/* 793/*
1061 * free_object() frees everything allocated by an object, removes 794 * free_object() frees everything allocated by an object, removes
1062 * it from the list of used objects, and puts it on the list of 795 * it from the list of used objects, and puts it on the list of
1063 * free objects. The IS_FREED() flag is set in the object. 796 * free objects. The IS_FREED() flag is set in the object.
1064 * The object must have been removed by remove_ob() first for 797 * The object must have been removed by remove_ob() first for
1065 * this function to succeed. 798 * this function to succeed.
1066 * 799 *
1067 * If free_inventory is set, free inventory as well. Else drop items in 800 * If destroy_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground. 801 * inventory to the ground.
1069 */ 802 */
803void
804object::do_destroy ()
805{
806 attachable::do_destroy ();
1070 807
1071void free_object(object *ob) { 808 if (flag [FLAG_IS_LINKED])
1072 free_object2(ob, 0); 809 remove_button_link (this);
1073}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076 810
1077 if (object_free_callback) 811 if (flag [FLAG_FRIENDLY])
1078 object_free_callback (ob); 812 remove_friendly_object (this);
1079 813
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 814 if (!flag [FLAG_REMOVED])
1081 LOG(llevDebug,"Free object called with non removed object\n"); 815 remove ();
1082 dump_object(ob); 816
1083#ifdef MANY_CORES 817 if (flag [FLAG_FREED])
1084 abort(); 818 return;
1085#endif 819
820 flag [FLAG_FREED] = 1;
821
822 // hack to ensure that freed objects still have a valid map
823 {
824 static maptile *freed_map; // freed objects are moved here to avoid crashes
825
826 if (!freed_map)
827 {
828 freed_map = new maptile;
829
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
1086 } 835 }
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 836
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 837 map = freed_map;
1089 remove_friendly_object(ob); 838 x = 1;
839 y = 1;
1090 } 840 }
1091 if(QUERY_FLAG(ob,FLAG_FREED)) { 841
1092 dump_object(ob); 842 more = 0;
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 843 head = 0;
1094 return; 844 inv = 0;
1095 } 845
1096 if(ob->more!=NULL) { 846 // clear those pointers that likely might have circular references to us
1097 free_object2(ob->more, free_inventory); 847 owner = 0;
1098 ob->more=NULL; 848 enemy = 0;
1099 } 849 attacked_by = 0;
1100 if (ob->inv) { 850
1101 /* Only if the space blocks everything do we not process - 851 // only relevant for players(?), but make sure of it anyways
1102 * if some form of movemnt is allowed, let objects 852 contr = 0;
1103 * drop on that space. 853
1104 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1107 {
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 free_object2(op, free_inventory);
1113 op=tmp;
1114 }
1115 }
1116 else { /* Put objects in inventory onto this space */
1117 op=ob->inv;
1118 while(op!=NULL) {
1119 tmp=op->below;
1120 remove_ob(op);
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1123 free_object(op);
1124 else {
1125 op->x=ob->x;
1126 op->y=ob->y;
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1128 }
1129 op=tmp;
1130 }
1131 }
1132 }
1133 /* Remove object from the active list */ 854 /* Remove object from the active list */
1134 ob->speed = 0; 855 speed = 0;
1135 update_ob_speed(ob); 856 update_ob_speed (this);
1136 857
1137 SET_FLAG(ob, FLAG_FREED); 858 unlink ();
1138 ob->count = 0; 859}
1139 860
1140 /* Remove this object from the list of used objects */ 861/*
1141 if(ob->prev==NULL) { 862 * Remove and free all objects in the inventory of the given object.
1142 objects=ob->next; 863 * object.c ?
1143 if(objects!=NULL) 864 */
1144 objects->prev=NULL; 865void
1145 } 866object::destroy_inv (bool drop_to_ground)
1146 else { 867{
1147 ob->prev->next=ob->next; 868 if (!inv)
1148 if(ob->next!=NULL) 869 return;
1149 ob->next->prev=ob->prev;
1150 }
1151
1152 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1153 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1154 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1155 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1156 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1157 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1158 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1159 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1160 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1161 870
871 /* Only if the space blocks everything do we not process -
872 * if some form of movement is allowed, let objects
873 * drop on that space.
874 */
875 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1162 876 {
1163 /* Why aren't events freed? */ 877 while (inv)
1164 free_key_values(ob); 878 {
879 inv->destroy_inv (drop_to_ground);
880 inv->destroy ();
881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
1165 888
1166#if 0 /* MEMORY_DEBUG*/ 889 if (op->flag [FLAG_STARTEQUIP]
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 890 || op->flag [FLAG_NO_DROP]
1168 * presumes the freed_object will stick around for at least a little 891 || op->type == RUNE
1169 * bit 892 || op->type == TRAP
1170 */ 893 || op->flag [FLAG_IS_A_TEMPLATE])
1171 /* this is necessary so that memory debugging programs will 894 op->destroy ();
1172 * be able to accurately report source of malloc. If we recycle 895 else
1173 * objects, then some other area may be doing the get_object 896 {
1174 * and not freeing it, but the original one that malloc'd the 897 op->remove ();
1175 * object will get the blame. 898 op->x = x;
1176 */ 899 op->y = y;
1177 free(ob); 900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1178#else 901 }
1179 902 }
1180 /* Now link it with the free_objects list: */ 903 }
1181 ob->prev=NULL;
1182 ob->next=free_objects;
1183 if(free_objects!=NULL)
1184 free_objects->prev=ob;
1185 free_objects=ob;
1186 nroffreeobjects++;
1187#endif
1188} 904}
1189 905
1190/* 906void
1191 * count_free() returns the number of objects on the list of free objects. 907object::destroy (bool destroy_inventory)
1192 */ 908{
1193 909 if (destroyed ())
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects;
1197 while(tmp!=NULL)
1198 tmp=tmp->next, i++;
1199 return i; 910 return;
1200}
1201 911
1202/* 912 if (more)
1203 * count_used() returns the number of objects on the list of used objects. 913 {
1204 */ 914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
1205 918
1206int count_used(void) { 919 if (destroy_inventory)
1207 int i=0; 920 destroy_inv (true);
1208 object *tmp=objects;
1209 while(tmp!=NULL)
1210 tmp=tmp->next, i++;
1211 return i;
1212}
1213 921
1214/* 922 attachable::destroy ();
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217
1218int count_active(void) {
1219 int i=0;
1220 object *tmp=active_objects;
1221 while(tmp!=NULL)
1222 tmp=tmp->active_next, i++;
1223 return i;
1224} 923}
1225 924
1226/* 925/*
1227 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)). 927 * weight of an object (and what is carried by it's environment(s)).
1229 */ 928 */
1230 929void
1231void sub_weight (object *op, signed long weight) { 930sub_weight (object *op, signed long weight)
931{
1232 while (op != NULL) { 932 while (op != NULL)
933 {
1233 if (op->type == CONTAINER) { 934 if (op->type == CONTAINER)
1234 weight=(signed long)(weight*(100-op->stats.Str)/100); 935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1235 } 936
1236 op->carrying-=weight; 937 op->carrying -= weight;
1237 op = op->env; 938 op = op->env;
1238 } 939 }
1239} 940}
1240 941
1241/* remove_ob(op): 942/* op->remove ():
1242 * This function removes the object op from the linked list of objects 943 * This function removes the object op from the linked list of objects
1243 * which it is currently tied to. When this function is done, the 944 * which it is currently tied to. When this function is done, the
1244 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
1245 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 947 * the previous environment.
1247 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
1248 */ 949 */
1249 950void
1250void remove_ob(object *op) { 951object::remove ()
952{
1251 object *tmp,*last=NULL; 953 object *tmp, *last = 0;
1252 object *otmp; 954 object *otmp;
1253 tag_t tag;
1254 int check_walk_off;
1255 mapstruct *m;
1256 sint16 x,y;
1257
1258 955
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) { 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1260 dump_object(op); 957 return;
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262 958
1263 /* Changed it to always dump core in this case. As has been learned
1264 * in the past, trying to recover from errors almost always
1265 * make things worse, and this is a real error here - something
1266 * that should not happen.
1267 * Yes, if this was a mission critical app, trying to do something
1268 * to recover may make sense, but that is because failure of the app
1269 * may have other disastrous problems. Cf runs out of a script
1270 * so is easily enough restarted without any real problems.
1271 * MSW 2001-07-01
1272 */
1273 abort();
1274 }
1275 if(op->more!=NULL)
1276 remove_ob(op->more);
1277
1278 SET_FLAG(op, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1279 961
962 if (more)
963 more->remove ();
964
1280 /* 965 /*
1281 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1282 * inventory. 967 * inventory.
1283 */ 968 */
1284 if(op->env!=NULL) { 969 if (env)
1285 if(op->nrof) 970 {
971 if (nrof)
1286 sub_weight(op->env, op->weight*op->nrof); 972 sub_weight (env, weight * nrof);
1287 else 973 else
1288 sub_weight(op->env, op->weight+op->carrying); 974 sub_weight (env, weight + carrying);
1289 975
1290 /* NO_FIX_PLAYER is set when a great many changes are being 976 /* NO_FIX_PLAYER is set when a great many changes are being
1291 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1292 * to save cpu time. 978 * to save cpu time.
1293 */ 979 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 981 otmp->update_stats ();
1296 fix_player(otmp);
1297 982
1298 if(op->above!=NULL) 983 if (above != NULL)
1299 op->above->below=op->below; 984 above->below = below;
1300 else 985 else
1301 op->env->inv=op->below; 986 env->inv = below;
1302 987
1303 if(op->below!=NULL) 988 if (below != NULL)
1304 op->below->above=op->above; 989 below->above = above;
1305 990
1306 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 992 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 993 * to the caller to decide what we want to do.
1309 */ 994 */
1310 op->x=op->env->x,op->y=op->env->y; 995 x = env->x, y = env->y;
1311 op->ox=op->x,op->oy=op->y; 996 map = env->map;
1312 op->map=op->env->map; 997 above = 0, below = 0;
1313 op->above=NULL,op->below=NULL; 998 env = 0;
1314 op->env=NULL; 999 }
1315 return; 1000 else if (map)
1316 } 1001 {
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x;
1322 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y);
1324
1325 if (!m) {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1327 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue.
1329 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed.
1331 */
1332 abort();
1333 }
1334 if (op->map != m) {
1335 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1336 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338
1339 /* Re did the following section of code - it looks like it had 1002 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about 1003 * lots of logic for things we no longer care about
1341 */ 1004 */
1342 1005
1343 /* link the object above us */ 1006 /* link the object above us */
1344 if (op->above) 1007 if (above)
1345 op->above->below=op->below; 1008 above->below = below;
1346 else 1009 else
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1010 map->at (x, y).top = below; /* we were top, set new top */
1348 1011
1349 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1350 if(op->below) { 1013 if (below)
1351 op->below->above=op->above; 1014 below->above = above;
1352 } else { 1015 else
1016 {
1353 /* Nothing below, which means we need to relink map object for this space 1017 /* Nothing below, which means we need to relink map object for this space
1354 * use translated coordinates in case some oddness with map tiling is 1018 * use translated coordinates in case some oddness with map tiling is
1355 * evident 1019 * evident
1356 */ 1020 */
1357 if(GET_MAP_OB(m,x,y)!=op) { 1021 if (GET_MAP_OB (map, x, y) != this)
1358 dump_object(op); 1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1359 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1025 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1360 dump_object(GET_MAP_OB(m,x,y)); 1026 free (dump);
1361 LOG(llevError,"%s\n",errmsg); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1362 } 1028 LOG (llevError, "%s\n", dump);
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1029 free (dump);
1364 } 1030 }
1365 op->above=NULL;
1366 op->below=NULL;
1367 1031
1032 map->at (x, y).bot = above; /* goes on above it. */
1033 }
1034
1035 above = 0;
1036 below = 0;
1037
1368 if (op->map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1369 return; 1039 return;
1370 1040
1371 tag = op->count; 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1042
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1044 {
1374 /* No point updating the players look faces if he is the object 1045 /* No point updating the players look faces if he is the object
1375 * being removed. 1046 * being removed.
1376 */ 1047 */
1377 1048
1378 if(tmp->type==PLAYER && tmp!=op) { 1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1379 /* If a container that the player is currently using somehow gets 1051 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1381 * appropriately. 1053 * appropriately.
1382 */ 1054 */
1383 if (tmp->container==op) { 1055 if (tmp->container == this)
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1056 {
1385 tmp->container=NULL; 1057 flag [FLAG_APPLIED] = 0;
1386 } 1058 tmp->container = 0;
1387 tmp->contr->socket.update_look=1; 1059 }
1388 } 1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1389 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) && 1066 if (check_walk_off
1067 && ((move_type & tmp->move_off)
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 {
1070 move_apply (tmp, this, 0);
1392 1071
1393 move_apply(tmp, op, NULL); 1072 if (destroyed ())
1394 if (was_destroyed (op, tag)) { 1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1074 }
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399 1075
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401 1077
1402 if(tmp->above == tmp) 1078 if (tmp->above == tmp)
1403 tmp->above = NULL; 1079 tmp->above = 0;
1404 last=tmp; 1080
1405 } 1081 last = tmp;
1082 }
1083
1406 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) { 1085 if (!last)
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1410 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways.
1412 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y);
1415 }
1416 else 1087 else
1417 update_object(last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1418 1089
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1420 update_all_los(op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1421 1092 }
1422} 1093}
1423 1094
1424/* 1095/*
1425 * merge_ob(op,top): 1096 * merge_ob(op,top):
1426 * 1097 *
1427 * This function goes through all objects below and including top, and 1098 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1099 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1100 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1101 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1102 */
1432 1103object *
1433object *merge_ob(object *op, object *top) { 1104merge_ob (object *op, object *top)
1105{
1434 if(!op->nrof) 1106 if (!op->nrof)
1435 return 0; 1107 return 0;
1436 if(top==NULL) 1108
1109 if (top)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1112
1438 for(;top!=NULL;top=top->below) { 1113 for (; top; top = top->below)
1114 {
1439 if(top==op) 1115 if (top == op)
1440 continue; 1116 continue;
1441 if (CAN_MERGE(op,top)) 1117
1442 { 1118 if (object::can_merge (op, top))
1119 {
1443 top->nrof+=op->nrof; 1120 top->nrof += op->nrof;
1121
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1445 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1446 remove_ob(op); 1124 op->destroy ();
1447 free_object(op);
1448 return top; 1125 return top;
1449 } 1126 }
1450 } 1127 }
1128
1451 return NULL; 1129 return 0;
1452} 1130}
1453 1131
1454/* 1132/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1456 * job preparing multi-part monsters 1134 * job preparing multi-part monsters
1457 */ 1135 */
1136object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{
1459 object* tmp; 1139 object *tmp;
1140
1460 if (op->head) 1141 if (op->head)
1461 op=op->head; 1142 op = op->head;
1143
1462 for (tmp=op;tmp;tmp=tmp->more){ 1144 for (tmp = op; tmp; tmp = tmp->more)
1145 {
1463 tmp->x=x+tmp->arch->clone.x; 1146 tmp->x = x + tmp->arch->clone.x;
1464 tmp->y=y+tmp->arch->clone.y; 1147 tmp->y = y + tmp->arch->clone.y;
1465 } 1148 }
1149
1466 return insert_ob_in_map (op, m, originator, flag); 1150 return insert_ob_in_map (op, m, originator, flag);
1467} 1151}
1468 1152
1469/* 1153/*
1470 * insert_ob_in_map (op, map, originator, flag): 1154 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1155 * This function inserts the object in the two-way linked list
1484 * Return value: 1168 * Return value:
1485 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1487 * just 'op' otherwise 1171 * just 'op' otherwise
1488 */ 1172 */
1489 1173object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1175{
1492 object *tmp, *top, *floor=NULL; 1176 object *tmp, *top, *floor = NULL;
1493 sint16 x,y; 1177 sint16 x, y;
1494 1178
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1179 if (QUERY_FLAG (op, FLAG_FREED))
1180 {
1496 LOG (llevError, "Trying to insert freed object!\n"); 1181 LOG (llevError, "Trying to insert freed object!\n");
1497 return NULL; 1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1498 } 1186 {
1499 if(m==NULL) { 1187 char *dump = dump_object (op);
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1502 return op; 1189 free (dump);
1190 return op;
1503 } 1191 }
1192
1504 if(out_of_map(m,op->x,op->y)) { 1193 if (out_of_map (m, op->x, op->y))
1505 dump_object(op); 1194 {
1195 char *dump = dump_object (op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1507#ifdef MANY_CORES 1197#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object 1198 /* Better to catch this here, as otherwise the next use of this object
1509 * is likely to cause a crash. Better to find out where it is getting 1199 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted. 1200 * improperly inserted.
1511 */ 1201 */
1512 abort(); 1202 abort ();
1513#endif 1203#endif
1514 return op; 1204 free (dump);
1205 return op;
1515 } 1206 }
1207
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1517 dump_object(op); 1209 {
1210 char *dump = dump_object (op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1519 return op; 1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1520 } 1217 {
1521 if(op->more!=NULL) {
1522 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1523 1219
1524 object *more = op->more; 1220 object *more = op->more;
1525 1221
1526 /* We really need the caller to normalize coordinates - if 1222 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within 1223 * we set the map, that doesn't work if the location is within
1528 * a map and this is straddling an edge. So only if coordinate 1224 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it. 1225 * is clear wrong do we normalize it.
1530 */ 1226 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1532 /* Debugging information so you can see the last coordinates this object had */
1533 more->ox = more->x;
1534 more->oy = more->y;
1535 more->map = get_map_from_coord(m, &more->x, &more->y); 1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1536 } else if (!more->map) { 1229 else if (!more->map)
1230 {
1537 /* For backwards compatibility - when not dealing with tiled maps, 1231 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent. 1232 * more->map should always point to the parent.
1539 */ 1233 */
1540 more->map = m; 1234 more->map = m;
1541 } 1235 }
1542 1236
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1544 if ( ! op->head) 1239 if (!op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1546 return NULL; 1241
1547 } 1242 return 0;
1243 }
1548 } 1244 }
1245
1549 CLEAR_FLAG(op,FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1550 1247
1551 /* Debugging information so you can see the last coordinates this object had */
1552 op->ox=op->x;
1553 op->oy=op->y;
1554
1555 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1556 * of areas of callers (eg, anything that uses find_free_spot would now 1249 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1250 * need extra work
1558 */ 1251 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1252 op->map = get_map_from_coord (m, &op->x, &op->y);
1560 x = op->x; 1253 x = op->x;
1561 y = op->y; 1254 y = op->y;
1562 1255
1563 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1564 */ 1257 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1260 if (object::can_merge (op, tmp))
1568 op->nrof+=tmp->nrof; 1261 {
1569 remove_ob(tmp); 1262 op->nrof += tmp->nrof;
1570 free_object(tmp); 1263 tmp->destroy ();
1571 } 1264 }
1572 }
1573 1265
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1267 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1268
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1269 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1270 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1271
1579 if (flag & INS_BELOW_ORIGINATOR) { 1272 if (flag & INS_BELOW_ORIGINATOR)
1273 {
1580 if (originator->map != op->map || originator->x != op->x || 1274 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1275 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1276 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1277 abort ();
1584 } 1278 }
1279
1585 op->above = originator; 1280 op->above = originator;
1586 op->below = originator->below; 1281 op->below = originator->below;
1587 if (op->below) op->below->above = op; 1282
1588 else SET_MAP_OB(op->map, op->x, op->y, op); 1283 if (op->below)
1284 op->below->above = op;
1285 else
1286 op->ms ().bot = op;
1287
1589 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1590 originator->below = op; 1289 originator->below = op;
1591 } else { 1290 }
1291 else
1292 {
1592 /* If there are other objects, then */ 1293 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1295 {
1594 object *last=NULL; 1296 object *last = NULL;
1595 /* 1297
1298 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1299 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1300 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1301 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1302 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1303 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1304 * Also, if there are spell objects on this space, we stop processing
1602 * once we get to them. This reduces the need to traverse over all of 1305 * once we get to them. This reduces the need to traverse over all of
1603 * them when adding another one - this saves quite a bit of cpu time 1306 * them when adding another one - this saves quite a bit of cpu time
1604 * when lots of spells are cast in one area. Currently, it is presumed 1307 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1308 * that flying non pickable objects are spell objects.
1606 */ 1309 */
1607 1310
1608 while (top != NULL) { 1311 while (top != NULL)
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1312 {
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1611 if (QUERY_FLAG(top, FLAG_NO_PICK) 1314 floor = top;
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1315
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1614 { 1317 {
1615 /* We insert above top, so we want this object below this */ 1318 /* We insert above top, so we want this object below this */
1616 top=top->below; 1319 top = top->below;
1617 break; 1320 break;
1618 } 1321 }
1619 last = top; 1322
1620 top = top->above; 1323 last = top;
1621 } 1324 top = top->above;
1325 }
1326
1622 /* Don't want top to be NULL, so set it to the last valid object */ 1327 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last; 1328 top = last;
1624 1329
1625 /* We let update_position deal with figuring out what the space 1330 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1331 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1332 * makes things faster, and effectively the same result.
1628 */ 1333 */
1629 1334
1630 /* Have object 'fall below' other objects that block view. 1335 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1336 * Unless those objects are exits, type 66
1632 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1339 * stacking is a bit odd.
1635 */ 1340 */
1636 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1638 (op->face && !op->face->visibility)) { 1343 {
1639 for (last=top; last != floor; last=last->below) 1344 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break;
1641 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1348 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1349 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1350 * set top to the object below us.
1645 */ 1351 */
1646 if (last && last->below && last != floor) top=last->below; 1352 if (last && last->below && last != floor)
1647 } 1353 top = last->below;
1648 } /* If objects on this space */ 1354 }
1355 } /* If objects on this space */
1356
1649 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y); 1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor;
1652 1362
1653 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1654 */ 1364 */
1655 1365
1656 /* First object on this space */ 1366 /* First object on this space */
1657 if (!top) { 1367 if (!top)
1368 {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y); 1369 op->above = GET_MAP_OB (op->map, op->x, op->y);
1659 if (op->above) op->above->below = op; 1370
1371 if (op->above)
1372 op->above->below = op;
1373
1660 op->below = NULL; 1374 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op); 1375 op->ms ().bot = op;
1662 } else { /* get inserted into the stack above top */ 1376 }
1377 else
1378 { /* get inserted into the stack above top */
1663 op->above = top->above; 1379 op->above = top->above;
1664 if (op->above) op->above->below = op; 1380
1381 if (op->above)
1382 op->above->below = op;
1383
1665 op->below = top; 1384 op->below = top;
1666 top->above = op; 1385 top->above = op;
1667 } 1386 }
1387
1668 if (op->above==NULL) 1388 if (op->above == NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op); 1389 op->ms ().top = op;
1670 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1671 1391
1672 if(op->type==PLAYER) 1392 if (op->type == PLAYER)
1673 op->contr->do_los=1; 1393 op->contr->do_los = 1;
1674 1394
1675 /* If we have a floor, we know the player, if any, will be above 1395 /* If we have a floor, we know the player, if any, will be above
1676 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1677 */ 1397 */
1678 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1399 if (object *pl = op->ms ().player ())
1680 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1681 tmp->contr->socket.update_look=1; 1401 pl->contr->ns->floorbox_update ();
1682 }
1683 1402
1684 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1404 * visible to others on this map. But update_all_los is really
1686 * an inefficient way to do this, as it means los for all players 1405 * an inefficient way to do this, as it means los for all players
1687 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1407 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1409 * or just updating the P_NEED_UPDATE for spaces within this area
1691 * of effect may be sufficient. 1410 * of effect may be sufficient.
1692 */ 1411 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1412 if (op->map->darkness && (op->glow_radius != 0))
1694 update_all_los(op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1695 1414
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1699 1417
1418 INVOKE_OBJECT (INSERT, op);
1700 1419
1701 /* Don't know if moving this to the end will break anything. However, 1420 /* Don't know if moving this to the end will break anything. However,
1702 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1703 * 1422 *
1704 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1426 * update_object().
1708 */ 1427 */
1709 1428
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1429 /* if this is not the head or flag has been passed, don't check walk on status */
1711
1712 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1431 {
1713 if (check_move_on(op, originator)) 1432 if (check_move_on (op, originator))
1714 return NULL; 1433 return 0;
1715 1434
1716 /* If we are a multi part object, lets work our way through the check 1435 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1436 * walk on's.
1718 */ 1437 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1721 return NULL; 1440 return 0;
1722 } 1441 }
1442
1723 return op; 1443 return op;
1724} 1444}
1725 1445
1726/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1727 * finds an object of its own type, it'll remove that one first. 1447 * finds an object of its own type, it'll remove that one first.
1728 * op is the object to insert it under: supplies x and the map. 1448 * op is the object to insert it under: supplies x and the map.
1729 */ 1449 */
1450void
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1731 object *tmp; 1452{
1732 object *tmp1; 1453 object *tmp, *tmp1;
1733 1454
1734 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1735 1456
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1457 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1738 remove_ob(tmp); 1459 tmp->destroy ();
1739 free_object(tmp);
1740 }
1741 }
1742 1460
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1744 1462
1745 1463 tmp1->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1464 tmp1->y = op->y;
1747 insert_ob_in_map(tmp1,op->map,op,0); 1465 insert_ob_in_map (tmp1, op->map, op, 0);
1748} 1466}
1749 1467
1750/* 1468/*
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1469 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1752 * is returned contains nr objects, and the remaining parts contains 1470 * is returned contains nr objects, and the remaining parts contains
1753 * the rest (or is removed and freed if that number is 0). 1471 * the rest (or is removed and freed if that number is 0).
1754 * On failure, NULL is returned, and the reason put into the 1472 * On failure, NULL is returned, and the reason put into the
1755 * global static errmsg array. 1473 * global static errmsg array.
1756 */ 1474 */
1757 1475
1476object *
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1759 object *newob; 1479 object *newob;
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1761 1481
1762 if(orig_ob->nrof<nr) { 1482 if (orig_ob->nrof < nr)
1763 sprintf(errmsg,"There are only %d %ss.",
1764 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1765 return NULL;
1766 } 1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1767 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1768 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1769 if ( ! is_removed) 1491 orig_ob->destroy (1);
1770 remove_ob(orig_ob);
1771 free_object2(orig_ob, 1);
1772 }
1773 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1774 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1498 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1778 LOG(llevDebug,
1779 "Error, Tried to split object whose map is not in memory.\n"); 1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL; 1500 return NULL;
1781 } 1501 }
1782 } 1502 }
1503
1783 newob->nrof=nr; 1504 newob->nrof = nr;
1784 1505
1785 return newob; 1506 return newob;
1786} 1507}
1787 1508
1788/* 1509/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1511 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1792 * 1513 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1514 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1515 */
1795 1516
1517object *
1796object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1797{ 1519{
1798 object *tmp; 1520 object *tmp;
1799 player *pl;
1800 1521
1801 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1802 return op; 1523 return op;
1803 1524
1804 if (i > op->nrof) 1525 if (i > op->nrof)
1805 i = op->nrof; 1526 i = op->nrof;
1806 1527
1807 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1808 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1809 op->nrof -= i; 1570 op->nrof -= i;
1810 }
1811 else if (op->env != NULL)
1812 {
1813 /* is this object in the players inventory, or sub container
1814 * therein?
1815 */
1816 tmp = is_player_inv (op->env);
1817 /* nope. Is this a container the player has opened?
1818 * If so, set tmp to that player.
1819 * IMO, searching through all the players will mostly
1820 * likely be quicker than following op->env to the map,
1821 * and then searching the map for a player.
1822 */
1823 if (!tmp) {
1824 for (pl=first_player; pl; pl=pl->next)
1825 if (pl->ob->container == op->env) break;
1826 if (pl) tmp=pl->ob;
1827 else tmp=NULL;
1828 }
1829
1830 if (i < op->nrof) {
1831 sub_weight (op->env, op->weight * i);
1832 op->nrof -= i;
1833 if (tmp) {
1834 esrv_send_item(tmp, op);
1835 }
1836 } else { 1571 else
1572 {
1837 remove_ob (op); 1573 op->remove ();
1838 op->nrof = 0; 1574 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count);
1841 }
1842 } 1575 }
1843 }
1844 else
1845 {
1846 object *above = op->above;
1847 1576
1848 if (i < op->nrof) {
1849 op->nrof -= i;
1850 } else {
1851 remove_ob (op);
1852 op->nrof = 0;
1853 }
1854 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1856 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1857 if (op->nrof) 1581 if (op->nrof)
1858 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1859 else 1583 else
1860 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1861 } 1585 }
1862 } 1586 }
1863 1587
1864 if (op->nrof) { 1588 if (op->nrof)
1865 return op; 1589 return op;
1866 } else { 1590 else
1867 free_object (op); 1591 {
1592 op->destroy ();
1868 return NULL; 1593 return 0;
1869 } 1594 }
1870} 1595}
1871 1596
1872/* 1597/*
1873 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1875 */ 1600 */
1876 1601
1602void
1877void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1878 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1879 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1880 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1881 } 1609
1882 op->carrying+=weight; 1610 op->carrying += weight;
1883 op=op->env; 1611 op = op->env;
1884 } 1612 }
1885} 1613}
1886 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1887/* 1635/*
1888 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1889 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1890 * inside the object environment. 1638 * inside the object environment.
1891 * 1639 *
1892 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1893 * the inventory at the last position or next to other objects of the same
1894 * type.
1895 * Frank: Now sorted by type, archetype and magic!
1896 *
1897 * The function returns now pointer to inserted item, and return value can 1640 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1899 */ 1642 */
1900 1643
1901object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1902 object *tmp, *otmp; 1647 object *tmp, *otmp;
1903 1648
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1905 dump_object(op); 1650 op->remove ();
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
1907 return op;
1908 }
1909 if(where==NULL) {
1910 dump_object(op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1912 return op;
1913 }
1914 if (where->head) {
1915 LOG(llevDebug,
1916 "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head;
1918 }
1919 if (op->more) { 1652 if (op->more)
1653 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1655 return op;
1923 } 1656 }
1657
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1926 if(op->nrof) { 1660 if (op->nrof)
1661 {
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1929 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1666 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1933 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1934 */ 1670 */
1935 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1936 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1937 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1938 op = tmp; 1674 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1940 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1941 break; 1677 break;
1942 } 1678 }
1943 1679
1944 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1945 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1946 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1947 * the weight, so we need to add it in again, since we actually do 1683 * the weight, so we need to add it in again, since we actually do
1948 * the linking below 1684 * the linking below
1949 */ 1685 */
1950 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1951 } else 1688 else
1952 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1953 1690
1954 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1955 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp); 1694 otmp->update_stats ();
1958 }
1959 1695
1960 op->map=NULL; 1696 op->map = 0;
1961 op->env=where; 1697 op->env = this;
1962 op->above=NULL; 1698 op->above = 0;
1963 op->below=NULL; 1699 op->below = 0;
1964 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1965 op->ox=0,op->oy=0;
1966 1701
1967 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1969 { 1704 {
1970#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1708 if (map->darkness)
1709 update_all_los (map, x, y);
1975 } 1710 }
1976 1711
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1978 * It sure simplifies this function... 1713 * It sure simplifies this function...
1979 */ 1714 */
1980 if (where->inv==NULL) 1715 if (!inv)
1981 where->inv=op; 1716 inv = op;
1982 else { 1717 else
1718 {
1983 op->below = where->inv; 1719 op->below = inv;
1984 op->below->above = op; 1720 op->below->above = op;
1985 where->inv = op; 1721 inv = op;
1986 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1987 return op; 1726 return op;
1988} 1727}
1989 1728
1990/* 1729/*
1991 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
2006 * MSW 2001-07-08: Check all objects on space, not just those below 1745 * MSW 2001-07-08: Check all objects on space, not just those below
2007 * object being inserted. insert_ob_in_map may not put new objects 1746 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1747 * on top.
2009 */ 1748 */
2010 1749
1750int
2011int check_move_on (object *op, object *originator) 1751check_move_on (object *op, object *originator)
2012{ 1752{
2013 object *tmp; 1753 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map; 1754 maptile *m = op->map;
2016 int x=op->x, y=op->y; 1755 int x = op->x, y = op->y;
1756
2017 MoveType move_on, move_slow, move_block; 1757 MoveType move_on, move_slow, move_block;
2018 1758
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2020 return 0;
2021
2022 tag = op->count;
2023
2024 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2025 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2026 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2027
2028 /* if nothing on this space will slow op down or be applied,
2029 * no need to do checking below. have to make sure move_type
2030 * is set, as lots of objects don't have it set - we treat that
2031 * as walking.
2032 */
2033 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2034 return 0;
2035
2036 /* This is basically inverse logic of that below - basically,
2037 * if the object can avoid the move on or slow move, they do so,
2038 * but can't do it if the alternate movement they are using is
2039 * blocked. Logic on this seems confusing, but does seem correct.
2040 */
2041 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2042 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2043
2044 /* The objects have to be checked from top to bottom.
2045 * Hence, we first go to the top:
2046 */
2047
2048 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2049 tmp->above!=NULL; tmp=tmp->above) {
2050 /* Trim the search when we find the first other spell effect
2051 * this helps performance so that if a space has 50 spell objects,
2052 * we don't need to check all of them.
2053 */
2054 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2055 }
2056 for(;tmp!=NULL; tmp=tmp->below) {
2057 if (tmp == op) continue; /* Can't apply yourself */
2058
2059 /* Check to see if one of the movement types should be slowed down.
2060 * Second check makes sure that the movement types not being slowed
2061 * (~slow_move) is not blocked on this space - just because the
2062 * space doesn't slow down swimming (for example), if you can't actually
2063 * swim on that space, can't use it to avoid the penalty.
2064 */
2065 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2066 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_slow) &&
2068 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2069
2070 float diff;
2071
2072 diff = tmp->move_slow_penalty*FABS(op->speed);
2073 if (op->type == PLAYER) {
2074 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2075 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2076 diff /= 4.0;
2077 }
2078 }
2079 op->speed_left -= diff;
2080 }
2081 }
2082
2083 /* Basically same logic as above, except now for actual apply. */
2084 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2085 ((op->move_type & tmp->move_on) &&
2086 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2087
2088 move_apply(tmp, op, originator);
2089 if (was_destroyed (op, tag))
2090 return 1;
2091
2092 /* what the person/creature stepped onto has moved the object
2093 * someplace new. Don't process any further - if we did,
2094 * have a feeling strange problems would result.
2095 */
2096 if (op->map != m || op->x != x || op->y != y) return 0;
2097 }
2098 }
2099 return 0; 1760 return 0;
1761
1762 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1763 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1764 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1765
1766 /* if nothing on this space will slow op down or be applied,
1767 * no need to do checking below. have to make sure move_type
1768 * is set, as lots of objects don't have it set - we treat that
1769 * as walking.
1770 */
1771 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1772 return 0;
1773
1774 /* This is basically inverse logic of that below - basically,
1775 * if the object can avoid the move on or slow move, they do so,
1776 * but can't do it if the alternate movement they are using is
1777 * blocked. Logic on this seems confusing, but does seem correct.
1778 */
1779 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1780 return 0;
1781
1782 /* The objects have to be checked from top to bottom.
1783 * Hence, we first go to the top:
1784 */
1785
1786 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1787 {
1788 /* Trim the search when we find the first other spell effect
1789 * this helps performance so that if a space has 50 spell objects,
1790 * we don't need to check all of them.
1791 */
1792 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1793 break;
1794 }
1795
1796 for (; tmp; tmp = tmp->below)
1797 {
1798 if (tmp == op)
1799 continue; /* Can't apply yourself */
1800
1801 /* Check to see if one of the movement types should be slowed down.
1802 * Second check makes sure that the movement types not being slowed
1803 * (~slow_move) is not blocked on this space - just because the
1804 * space doesn't slow down swimming (for example), if you can't actually
1805 * swim on that space, can't use it to avoid the penalty.
1806 */
1807 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1808 {
1809 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 {
1812
1813 float
1814 diff = tmp->move_slow_penalty * FABS (op->speed);
1815
1816 if (op->type == PLAYER)
1817 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1819 diff /= 4.0;
1820
1821 op->speed_left -= diff;
1822 }
1823 }
1824
1825 /* Basically same logic as above, except now for actual apply. */
1826 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1827 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1828 {
1829 move_apply (tmp, op, originator);
1830
1831 if (op->destroyed ())
1832 return 1;
1833
1834 /* what the person/creature stepped onto has moved the object
1835 * someplace new. Don't process any further - if we did,
1836 * have a feeling strange problems would result.
1837 */
1838 if (op->map != m || op->x != x || op->y != y)
1839 return 0;
1840 }
1841 }
1842
1843 return 0;
2100} 1844}
2101 1845
2102/* 1846/*
2103 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
2106 */ 1850 */
2107 1851object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1852present_arch (const archetype *at, maptile *m, int x, int y)
2109 object *tmp; 1853{
2110 if(m==NULL || out_of_map(m,x,y)) { 1854 if (m == NULL || out_of_map (m, x, y))
1855 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 1856 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 1857 return NULL;
2113 } 1858 }
1859
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1860 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2115 if(tmp->arch == at) 1861 if (tmp->arch == at)
2116 return tmp; 1862 return tmp;
1863
2117 return NULL; 1864 return NULL;
2118} 1865}
2119 1866
2120/* 1867/*
2121 * present(type, map, x, y) searches for any objects with 1868 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 1869 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
2124 */ 1871 */
2125 1872object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 1873present (unsigned char type, maptile *m, int x, int y)
2127 object *tmp; 1874{
2128 if(out_of_map(m,x,y)) { 1875 if (out_of_map (m, x, y))
1876 {
2129 LOG(llevError,"Present called outside map.\n"); 1877 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1878 return NULL;
2131 } 1879 }
1880
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1881 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2133 if(tmp->type==type) 1882 if (tmp->type == type)
2134 return tmp; 1883 return tmp;
1884
2135 return NULL; 1885 return NULL;
2136} 1886}
2137 1887
2138/* 1888/*
2139 * present_in_ob(type, object) searches for any objects with 1889 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1890 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
2142 */ 1892 */
2143 1893object *
2144object *present_in_ob(unsigned char type, const object *op) { 1894present_in_ob (unsigned char type, const object *op)
2145 object *tmp; 1895{
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 1897 if (tmp->type == type)
2148 return tmp; 1898 return tmp;
1899
2149 return NULL; 1900 return NULL;
2150} 1901}
2151 1902
2152/* 1903/*
2153 * present_in_ob (type, str, object) searches for any objects with 1904 * present_in_ob (type, str, object) searches for any objects with
2161 * str is the string to match against. Note that we match against 1912 * str is the string to match against. Note that we match against
2162 * the object name, not the archetype name. this is so that the 1913 * the object name, not the archetype name. this is so that the
2163 * spell code can use one object type (force), but change it's name 1914 * spell code can use one object type (force), but change it's name
2164 * to be unique. 1915 * to be unique.
2165 */ 1916 */
2166 1917object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 1918present_in_ob_by_name (int type, const char *str, const object *op)
2168 object *tmp; 1919{
2169
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1921 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1922 return tmp;
2173 } 1923
2174 return NULL; 1924 return 0;
2175} 1925}
2176 1926
2177/* 1927/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1928 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1929 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2181 */ 1931 */
2182 1932object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 1933present_arch_in_ob (const archetype *at, const object *op)
2184 object *tmp; 1934{
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2186 if( tmp->arch == at) 1936 if (tmp->arch == at)
2187 return tmp; 1937 return tmp;
1938
2188 return NULL; 1939 return NULL;
2189} 1940}
2190 1941
2191/* 1942/*
2192 * activate recursively a flag on an object inventory 1943 * activate recursively a flag on an object inventory
2193 */ 1944 */
1945void
2194void flag_inv(object*op, int flag){ 1946flag_inv (object *op, int flag)
2195 object *tmp; 1947{
2196 if(op->inv) 1948 if (op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 {
2198 SET_FLAG(tmp, flag); 1951 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 1952 flag_inv (tmp, flag);
2200 } 1953 }
1954}
1955
2201}/* 1956/*
2202 * desactivate recursively a flag on an object inventory 1957 * deactivate recursively a flag on an object inventory
2203 */ 1958 */
1959void
2204void unflag_inv(object*op, int flag){ 1960unflag_inv (object *op, int flag)
2205 object *tmp; 1961{
2206 if(op->inv) 1962 if (op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1964 {
2208 CLEAR_FLAG(tmp, flag); 1965 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 1966 unflag_inv (tmp, flag);
2210 } 1967 }
2211} 1968}
2212 1969
2213/* 1970/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1971 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively). 1972 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for 1973 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function. 1974 * him/her-self and all object carried by a call to this function.
2218 */ 1975 */
2219 1976void
2220void set_cheat(object *op) { 1977set_cheat (object *op)
1978{
2221 SET_FLAG(op, FLAG_WAS_WIZ); 1979 SET_FLAG (op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ); 1980 flag_inv (op, FLAG_WAS_WIZ);
2223} 1981}
2224 1982
2225/* 1983/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain 1985 * a spot at the given map and coordinates which will be able to contain
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1999 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 2000 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 2001 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 2002 * customized, changed states, etc.
2245 */ 2003 */
2246 2004int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2005find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2006{
2248 int i,index=0, flag; 2007 int index = 0, flag;
2249 static int altern[SIZEOFFREE]; 2008 int altern[SIZEOFFREE];
2250 2009
2251 for(i=start;i<stop;i++) { 2010 for (int i = start; i < stop; i++)
2011 {
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2012 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2253 if(!flag) 2013 if (!flag)
2254 altern[index++]=i; 2014 altern [index++] = i;
2255 2015
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2016 /* Basically, if we find a wall on a space, we cut down the search size.
2257 * In this way, we won't return spaces that are on another side of a wall. 2017 * In this way, we won't return spaces that are on another side of a wall.
2258 * This mostly work, but it cuts down the search size in all directions - 2018 * This mostly work, but it cuts down the search size in all directions -
2259 * if the space being examined only has a wall to the north and empty 2019 * if the space being examined only has a wall to the north and empty
2260 * spaces in all the other directions, this will reduce the search space 2020 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2263 */ 2023 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2265 stop=maxfree[i]; 2025 stop = maxfree[i];
2266 } 2026 }
2267 if(!index) return -1; 2027
2028 if (!index)
2029 return -1;
2030
2268 return altern[RANDOM()%index]; 2031 return altern[RANDOM () % index];
2269} 2032}
2270 2033
2271/* 2034/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2035 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2036 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2037 * But it will return the first available spot, not a random choice.
2275 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2038 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2039 */
2277 2040int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2041find_first_free_spot (const object *ob, maptile *m, int x, int y)
2279 int i; 2042{
2280 for(i=0;i<SIZEOFFREE;i++) { 2043 for (int i = 0; i < SIZEOFFREE; i++)
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2044 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2045 return i;
2283 } 2046
2284 return -1; 2047 return -1;
2285} 2048}
2286 2049
2287/* 2050/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2051 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2052 * arr[begin..end-1].
2053 * now uses a fisher-yates shuffle, old permute was broken
2290 */ 2054 */
2055static void
2291static void permute(int *arr, int begin, int end) 2056permute (int *arr, int begin, int end)
2292{ 2057{
2293 int i, j, tmp, len; 2058 arr += begin;
2059 end -= begin;
2294 2060
2295 len = end-begin; 2061 while (--end)
2296 for(i = begin; i < end; i++) 2062 swap (arr [end], arr [RANDOM () % (end + 1)]);
2297 {
2298 j = begin+RANDOM()%len;
2299
2300 tmp = arr[i];
2301 arr[i] = arr[j];
2302 arr[j] = tmp;
2303 }
2304} 2063}
2305 2064
2306/* new function to make monster searching more efficient, and effective! 2065/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2066 * This basically returns a randomized array (in the passed pointer) of
2308 * the spaces to find monsters. In this way, it won't always look for 2067 * the spaces to find monsters. In this way, it won't always look for
2309 * monsters to the north first. However, the size of the array passed 2068 * monsters to the north first. However, the size of the array passed
2310 * covers all the spaces, so within that size, all the spaces within 2069 * covers all the spaces, so within that size, all the spaces within
2311 * the 3x3 area will be searched, just not in a predictable order. 2070 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2071 */
2072void
2313void get_search_arr(int *search_arr) 2073get_search_arr (int *search_arr)
2314{ 2074{
2315 int i; 2075 int i;
2316 2076
2317 for(i = 0; i < SIZEOFFREE; i++) 2077 for (i = 0; i < SIZEOFFREE; i++)
2318 {
2319 search_arr[i] = i; 2078 search_arr[i] = i;
2320 }
2321 2079
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2080 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2081 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2082 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2083}
2326 2084
2327/* 2085/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2086 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2087 * given map at the given coordinates for live objects.
2334 * Perhaps incorrectly, but I'm making the assumption that exclude 2092 * Perhaps incorrectly, but I'm making the assumption that exclude
2335 * is actually want is going to try and move there. We need this info 2093 * is actually want is going to try and move there. We need this info
2336 * because we have to know what movement the thing looking to move 2094 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2095 * there is capable of.
2338 */ 2096 */
2339 2097int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2098find_dir (maptile *m, int x, int y, object *exclude)
2099{
2341 int i,max=SIZEOFFREE, mflags; 2100 int i, max = SIZEOFFREE, mflags;
2101
2342 sint16 nx, ny; 2102 sint16 nx, ny;
2343 object *tmp; 2103 object *tmp;
2344 mapstruct *mp; 2104 maptile *mp;
2105
2345 MoveType blocked, move_type; 2106 MoveType blocked, move_type;
2346 2107
2347 if (exclude && exclude->head) { 2108 if (exclude && exclude->head)
2109 {
2348 exclude = exclude->head; 2110 exclude = exclude->head;
2349 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2350 } else { 2112 }
2113 else
2114 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2115 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2116 move_type = MOVE_ALL;
2117 }
2118
2119 for (i = 1; i < max; i++)
2353 } 2120 {
2354 2121 mp = m;
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i]; 2122 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i]; 2123 ny = y + freearr_y[i];
2359 2124
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2126
2361 if (mflags & P_OUT_OF_MAP) { 2127 if (mflags & P_OUT_OF_MAP)
2362 max = maxfree[i]; 2128 max = maxfree[i];
2363 } else { 2129 else
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2130 {
2131 mapspace &ms = mp->at (nx, ny);
2365 2132
2133 blocked = ms.move_block;
2134
2366 if ((move_type & blocked) == move_type) { 2135 if ((move_type & blocked) == move_type)
2367 max=maxfree[i]; 2136 max = maxfree[i];
2368 } else if (mflags & P_IS_ALIVE) { 2137 else if (mflags & P_IS_ALIVE)
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2138 {
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2139 for (tmp = ms.bot; tmp; tmp = tmp->above)
2140 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2141 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2372 break; 2142 break;
2373 } 2143
2374 } 2144 if (tmp)
2375 if(tmp) {
2376 return freedir[i]; 2145 return freedir[i];
2377 } 2146 }
2147 }
2378 } 2148 }
2379 } 2149
2380 }
2381 return 0; 2150 return 0;
2382} 2151}
2383 2152
2384/* 2153/*
2385 * distance(object 1, object 2) will return the square of the 2154 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2155 * distance between the two given objects.
2387 */ 2156 */
2388 2157int
2389int distance(const object *ob1, const object *ob2) { 2158distance (const object *ob1, const object *ob2)
2390 int i; 2159{
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2160 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2393 return i;
2394} 2161}
2395 2162
2396/* 2163/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2164 * find_dir_2(delta-x,delta-y) will return a direction in which
2398 * an object which has subtracted the x and y coordinates of another 2165 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2166 * object, needs to travel toward it.
2400 */ 2167 */
2401 2168int
2402int find_dir_2(int x, int y) { 2169find_dir_2 (int x, int y)
2170{
2403 int q; 2171 int q;
2404 2172
2405 if(y) 2173 if (y)
2406 q=x*100/y; 2174 q = x * 100 / y;
2407 else if (x) 2175 else if (x)
2408 q= -300*x; 2176 q = -300 * x;
2409 else 2177 else
2410 return 0; 2178 return 0;
2411 2179
2412 if(y>0) { 2180 if (y > 0)
2181 {
2413 if(q < -242) 2182 if (q < -242)
2414 return 3 ; 2183 return 3;
2415 if (q < -41) 2184 if (q < -41)
2416 return 2 ; 2185 return 2;
2417 if (q < 41) 2186 if (q < 41)
2418 return 1 ; 2187 return 1;
2419 if (q < 242) 2188 if (q < 242)
2420 return 8 ; 2189 return 8;
2421 return 7 ; 2190 return 7;
2422 } 2191 }
2423 2192
2424 if (q < -242) 2193 if (q < -242)
2425 return 7 ; 2194 return 7;
2426 if (q < -41) 2195 if (q < -41)
2427 return 6 ; 2196 return 6;
2428 if (q < 41) 2197 if (q < 41)
2429 return 5 ; 2198 return 5;
2430 if (q < 242) 2199 if (q < 242)
2431 return 4 ; 2200 return 4;
2432 2201
2433 return 3 ; 2202 return 3;
2434} 2203}
2435 2204
2436/* 2205/*
2437 * absdir(int): Returns a number between 1 and 8, which represent 2206 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of 2207 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction). 2208 * "overflow" in previous calculations of a direction).
2440 */ 2209 */
2441 2210
2211int
2442int absdir(int d) { 2212absdir (int d)
2443 while(d<1) d+=8; 2213{
2444 while(d>8) d-=8; 2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2445 return d; 2220 return d;
2446} 2221}
2447 2222
2448/* 2223/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2226 */
2452 2227
2228int
2453int dirdiff(int dir1, int dir2) { 2229dirdiff (int dir1, int dir2)
2230{
2454 int d; 2231 int d;
2232
2455 d = abs(dir1 - dir2); 2233 d = abs (dir1 - dir2);
2456 if(d>4) 2234 if (d > 4)
2457 d = 8 - d; 2235 d = 8 - d;
2236
2458 return d; 2237 return d;
2459} 2238}
2460 2239
2461/* peterm: 2240/* peterm:
2462 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2241 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2465 * This basically means that if direction is 15, then it could either go 2244 * This basically means that if direction is 15, then it could either go
2466 * direction 4, 14, or 16 to get back to where we are. 2245 * direction 4, 14, or 16 to get back to where we are.
2467 * Moved from spell_util.c to object.c with the other related direction 2246 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2247 * functions.
2469 */ 2248 */
2470
2471int reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2255 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2256 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2257 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2258 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2259 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2260 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2261 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2262 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2263 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2264 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2265 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2266 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2267 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2268 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2269 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2270 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2271 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2272 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2273 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2274 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2275 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2276 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2277 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2278 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2279 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2280 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2281 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2282 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2283 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2284 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2285 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2286 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2287 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2288 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2289 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2290 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2291 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2292 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2293 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2294 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2295 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2296 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2297 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2298 {24, 9, -1}
2299}; /* 48 */
2521 2300
2522/* Recursive routine to step back and see if we can 2301/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2304 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2527 */ 2306 */
2528 2307int
2529
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2309{
2531 sint16 dx, dy; 2310 sint16 dx, dy;
2532 int mflags; 2311 int mflags;
2533 2312
2313 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2535 2315
2536 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2317 dy = y + freearr_y[dir];
2538 2318
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2319 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2320
2541 /* This functional arguably was incorrect before - it was 2321 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2322 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2323 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2324 * literal on if we can see it. To know if we can actually
2545 * move to the monster, we'd need the monster passed in or 2325 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2326 * at least its move type.
2547 */ 2327 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2328 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2329 return 0;
2549 2330
2550 /* yes, can see. */ 2331 /* yes, can see. */
2551 if(dir < 9) return 1; 2332 if (dir < 9)
2333 return 1;
2334
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2555} 2338}
2556 2339
2557
2558
2559/* 2340/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2341 * can_pick(picker, item): finds out if an object is possible to be
2561 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2563 * 2344 *
2565 * core dumps if they do. 2346 * core dumps if they do.
2566 * 2347 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2348 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2349 */
2569 2350
2351int
2570int can_pick(const object *who, const object *item) { 2352can_pick (const object *who, const object *item)
2353{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2574 (who->type==PLAYER||item->weight<who->weight/3));
2575} 2357}
2576
2577 2358
2578/* 2359/*
2579 * create clone from object to another 2360 * create clone from object to another
2580 */ 2361 */
2362object *
2581object *object_create_clone (object *asrc) { 2363object_create_clone (object *asrc)
2364{
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2365 object *dst = 0, *tmp, *src, *part, *prev, *item;
2583 2366
2584 if(!asrc) return NULL; 2367 if (!asrc)
2368 return 0;
2369
2585 src = asrc; 2370 src = asrc;
2586 if(src->head) 2371 if (src->head)
2587 src = src->head; 2372 src = src->head;
2588 2373
2589 prev = NULL; 2374 prev = 0;
2590 for(part = src; part; part = part->more) { 2375 for (part = src; part; part = part->more)
2591 tmp = get_object(); 2376 {
2592 copy_object(part,tmp); 2377 tmp = part->clone ();
2593 tmp->x -= src->x; 2378 tmp->x -= src->x;
2594 tmp->y -= src->y; 2379 tmp->y -= src->y;
2380
2595 if(!part->head) { 2381 if (!part->head)
2382 {
2596 dst = tmp; 2383 dst = tmp;
2597 tmp->head = NULL;
2598 } else {
2599 tmp->head = dst; 2384 tmp->head = 0;
2600 } 2385 }
2386 else
2387 tmp->head = dst;
2388
2601 tmp->more = NULL; 2389 tmp->more = 0;
2390
2602 if(prev) 2391 if (prev)
2603 prev->more = tmp; 2392 prev->more = tmp;
2393
2604 prev = tmp; 2394 prev = tmp;
2605 } 2395 }
2606 /*** copy inventory ***/ 2396
2607 for(item = src->inv; item; item = item->below) { 2397 for (item = src->inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2609 }
2610 2399
2611 return dst; 2400 return dst;
2612}
2613
2614/* return true if the object was destroyed, 0 otherwise */
2615int was_destroyed (const object *op, tag_t old_tag)
2616{
2617 /* checking for FLAG_FREED isn't necessary, but makes this function more
2618 * robust */
2619 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620} 2401}
2621 2402
2622/* GROS - Creates an object using a string representing its content. */ 2403/* GROS - Creates an object using a string representing its content. */
2623/* Basically, we save the content of the string to a temp file, then call */ 2404/* Basically, we save the content of the string to a temp file, then call */
2624/* load_object on it. I admit it is a highly inefficient way to make things, */ 2405/* load_object on it. I admit it is a highly inefficient way to make things, */
2625/* but it was simple to make and allows reusing the load_object function. */ 2406/* but it was simple to make and allows reusing the load_object function. */
2626/* Remember not to use load_object_str in a time-critical situation. */ 2407/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */ 2408/* Also remember that multiparts objects are not supported for now. */
2628 2409object *
2629object* load_object_str(const char *obstr) 2410load_object_str (const char *obstr)
2630{ 2411{
2631 object *op; 2412 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF]; 2413 char filename[MAX_BUF];
2414
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2416
2635 tempfile=fopen(filename,"w"); 2417 FILE *tempfile = fopen (filename, "w");
2418
2636 if (tempfile == NULL) 2419 if (tempfile == NULL)
2637 { 2420 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n"); 2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2639 return NULL; 2422 return NULL;
2640 }; 2423 }
2424
2641 fprintf(tempfile,obstr); 2425 fprintf (tempfile, obstr);
2642 fclose(tempfile); 2426 fclose (tempfile);
2643 2427
2644 op=get_object(); 2428 op = object::create ();
2645 2429
2646 tempfile=fopen(filename,"r"); 2430 object_thawer thawer (filename);
2647 if (tempfile == NULL) 2431
2648 { 2432 if (thawer)
2649 LOG(llevError,"Error - Unable to read object temp file\n"); 2433 load_object (thawer, op, 0);
2650 return NULL; 2434
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name); 2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED); 2436 CLEAR_FLAG (op, FLAG_REMOVED);
2655 fclose(tempfile); 2437
2656 return op; 2438 return op;
2657} 2439}
2658 2440
2659/* This returns the first object in who's inventory that 2441/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2442 * has the same type and subtype match.
2661 * returns NULL if no match. 2443 * returns NULL if no match.
2662 */ 2444 */
2445object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2446find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2447{
2665 object *tmp;
2666
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2448 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2449 if (tmp->type == type && tmp->subtype == subtype)
2450 return tmp;
2669 2451
2670 return NULL; 2452 return 0;
2671} 2453}
2672 2454
2673/* If ob has a field named key, return the link from the list, 2455/* If ob has a field named key, return the link from the list,
2674 * otherwise return NULL. 2456 * otherwise return NULL.
2675 * 2457 *
2676 * key must be a passed in shared string - otherwise, this won't 2458 * key must be a passed in shared string - otherwise, this won't
2677 * do the desired thing. 2459 * do the desired thing.
2678 */ 2460 */
2461key_value *
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2462get_ob_key_link (const object *ob, const char *key)
2680 key_value * link; 2463{
2681
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2464 for (key_value *link = ob->key_values; link; link = link->next)
2683 if (link->key == key) { 2465 if (link->key == key)
2684 return link; 2466 return link;
2685 } 2467
2686 } 2468 return 0;
2687 2469}
2688 return NULL;
2689}
2690 2470
2691/* 2471/*
2692 * Returns the value of op has an extra_field for key, or NULL. 2472 * Returns the value of op has an extra_field for key, or NULL.
2693 * 2473 *
2694 * The argument doesn't need to be a shared string. 2474 * The argument doesn't need to be a shared string.
2695 * 2475 *
2696 * The returned string is shared. 2476 * The returned string is shared.
2697 */ 2477 */
2478const char *
2698const char * get_ob_key_value(const object * op, const char * const key) { 2479get_ob_key_value (const object *op, const char *const key)
2480{
2699 key_value * link; 2481 key_value *link;
2700 const char * canonical_key; 2482 shstr_cmp canonical_key (key);
2483
2484 if (!canonical_key)
2701 2485 {
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object 2486 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find. 2487 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field. 2488 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field. 2489 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2490 */
2710 return NULL; 2491 return 0;
2711 } 2492 }
2712 2493
2713 /* This is copied from get_ob_key_link() above - 2494 /* This is copied from get_ob_key_link() above -
2714 * only 4 lines, and saves the function call overhead. 2495 * only 4 lines, and saves the function call overhead.
2715 */ 2496 */
2716 for (link = op->key_values; link != NULL; link = link->next) { 2497 for (link = op->key_values; link; link = link->next)
2717 if (link->key == canonical_key) { 2498 if (link->key == canonical_key)
2718 return link->value; 2499 return link->value;
2719 } 2500
2720 } 2501 return 0;
2721 return NULL;
2722} 2502}
2723 2503
2724 2504
2725/* 2505/*
2726 * Updates the canonical_key in op to value. 2506 * Updates the canonical_key in op to value.
2730 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2510 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys. 2511 * keys.
2732 * 2512 *
2733 * Returns TRUE on success. 2513 * Returns TRUE on success.
2734 */ 2514 */
2515int
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2516set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2517{
2736 key_value * field = NULL, *last=NULL; 2518 key_value *field = NULL, *last = NULL;
2737 2519
2738 for (field=op->key_values; field != NULL; field=field->next) { 2520 for (field = op->key_values; field != NULL; field = field->next)
2739 if (field->key != canonical_key) {
2740 last = field;
2741 continue;
2742 }
2743 2521 {
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2522 if (field->key != canonical_key)
2745 if (value) 2523 {
2746 field->value = add_string(value); 2524 last = field;
2747 else { 2525 continue;
2526 }
2527
2528 if (value)
2529 field->value = value;
2530 else
2531 {
2748 /* Basically, if the archetype has this key set, 2532 /* Basically, if the archetype has this key set,
2749 * we need to store the null value so when we save 2533 * we need to store the null value so when we save
2750 * it, we save the empty value so that when we load, 2534 * it, we save the empty value so that when we load,
2751 * we get this value back again. 2535 * we get this value back again.
2752 */ 2536 */
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2537 if (get_ob_key_link (&op->arch->clone, canonical_key))
2754 field->value = NULL; 2538 field->value = 0;
2755 else { 2539 else
2756 /* Delete this link */ 2540 {
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2541 if (last)
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2542 last->next = field->next;
2759 if (last) last->next = field->next; 2543 else
2760 else op->key_values = field->next; 2544 op->key_values = field->next;
2761 free(field); 2545
2762 } 2546 delete field;
2763 } 2547 }
2548 }
2764 return TRUE; 2549 return TRUE;
2765 } 2550 }
2766 /* IF we get here, key doesn't exist */ 2551 /* IF we get here, key doesn't exist */
2767 2552
2768 /* No field, we'll have to add it. */ 2553 /* No field, we'll have to add it. */
2769 2554
2770 if (!add_key) { 2555 if (!add_key)
2771 return FALSE; 2556 return FALSE;
2772 } 2557
2773 /* There isn't any good reason to store a null 2558 /* There isn't any good reason to store a null
2774 * value in the key/value list. If the archetype has 2559 * value in the key/value list. If the archetype has
2775 * this key, then we should also have it, so shouldn't 2560 * this key, then we should also have it, so shouldn't
2776 * be here. If user wants to store empty strings, 2561 * be here. If user wants to store empty strings,
2777 * should pass in "" 2562 * should pass in ""
2778 */ 2563 */
2779 if (value == NULL) return TRUE; 2564 if (value == NULL)
2780
2781 field = (key_value *) malloc(sizeof(key_value));
2782
2783 field->key = add_refcount(canonical_key);
2784 field->value = add_string(value);
2785 /* Usual prepend-addition. */
2786 field->next = op->key_values;
2787 op->key_values = field;
2788
2789 return TRUE; 2565 return TRUE;
2566
2567 field = new key_value;
2568
2569 field->key = canonical_key;
2570 field->value = value;
2571 /* Usual prepend-addition. */
2572 field->next = op->key_values;
2573 op->key_values = field;
2574
2575 return TRUE;
2790} 2576}
2791 2577
2792/* 2578/*
2793 * Updates the key in op to value. 2579 * Updates the key in op to value.
2794 * 2580 *
2796 * and not add new ones. 2582 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key 2583 * In general, should be little reason FALSE is ever passed in for add_key
2798 * 2584 *
2799 * Returns TRUE on success. 2585 * Returns TRUE on success.
2800 */ 2586 */
2587int
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2588set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2802 const char * canonical_key = NULL; 2589{
2803 int floating_ref = FALSE; 2590 shstr key_ (key);
2804 int ret; 2591
2592 return set_ob_key_value_s (op, key_, value, add_key);
2593}
2594
2595object::depth_iterator::depth_iterator (object *container)
2596: iterator_base (container)
2597{
2598 while (item->inv)
2599 item = item->inv;
2600}
2601
2602void
2603object::depth_iterator::next ()
2604{
2605 if (item->below)
2805 2606 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2607 item = item->below;
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2608
2808 */ 2609 while (item->inv)
2610 item = item->inv;
2809 2611 }
2810 canonical_key = find_string(key); 2612 else
2811 if (canonical_key == NULL) { 2613 item = item->env;
2812 canonical_key = add_string(key);
2813 floating_ref = TRUE;
2814 }
2815
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2817
2818 if (floating_ref) {
2819 free_string(canonical_key);
2820 }
2821
2822 return ret;
2823} 2614}
2615
2616// return a suitable string describing an objetc in enough detail to find it
2617const char *
2618object::debug_desc (char *info) const
2619{
2620 char info2[256 * 3];
2621 char *p = info;
2622
2623 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2624 count,
2625 &name,
2626 title ? " " : "",
2627 title ? (const char *)title : "");
2628
2629 if (env)
2630 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2631
2632 if (map)
2633 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2634
2635 return info;
2636}
2637
2638const char *
2639object::debug_desc () const
2640{
2641 static char info[256 * 3];
2642 return debug_desc (info);
2643}
2644

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