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Comparing deliantra/server/common/object.C (file contents):
Revision 1.4 by root, Sat Aug 26 23:36:30 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 1.4 2006/08/26 23:36:30 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 } 157 }
91 158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
130 200 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 204 return 0;
138 205
206 //TODO: this ain't working well, use nicer and correct overflow check
139 /* 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
140 * 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
141 * used to store nrof). 209 * used to store nrof).
142 */ 210 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 212 return 0;
145 213
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 218 * flags lose any meaning.
166 */ 219 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 222
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 225
173 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
177 */ 230 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 251 return 0;
208 252
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
209 /* 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,
210 * 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
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 276 return 0;
215 277
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
216 switch (ob1->type) { 285 switch (ob1->type)
286 {
217 case SCROLL: 287 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
219 break; 290 break;
220
221 } 291 }
292
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
223 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
226 return 0; 298 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * 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
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * 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.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 363dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 364{
340 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
341 367
342 if(op==NULL) 368 object_freezer freezer;
343 { 369 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 370 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 371}
382 372
383/* 373/*
384 * 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
385 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
387 */ 377 */
388 378
379object *
389object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
390 object *tmp,*closest; 382 object *tmp, *closest;
391 int last_dist,i; 383 int last_dist, i;
384
392 if(op->more==NULL) 385 if (op->more == NULL)
393 return op; 386 return op;
394 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)
395 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
397 return closest; 390 return closest;
398} 391}
399 392
400/* 393/*
401 * 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.
402 */ 395 */
403 396
397object *
404object *find_object(tag_t i) { 398find_object (tag_t i)
405 object *op; 399{
406 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 401 if (op->count == i)
408 break; 402 return op;
403
409 return op; 404 return 0;
410} 405}
411 406
412/* 407/*
413 * 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.
414 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
416 */ 411 */
417 412
413object *
418object *find_object_name(const char *str) { 414find_object_name (const char *str)
419 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
420 object *op; 417 object *op;
418
421 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 420 if (op->name == str_)
423 break; 421 break;
424 free_string(name); 422
425 return op; 423 return op;
426} 424}
427 425
426void
428void free_all_object_data(void) { 427free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 428{
470 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 430}
478
479
480 431
481/* 432/*
482 * 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
483 * skill and experience objects. 434 * skill and experience objects.
484 */ 435 */
485void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
486{ 438{
487 if(owner==NULL||op==NULL) 439 if (!owner)
488 return; 440 return;
489 441
490 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
491 /* 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
492 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
493 * 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
494 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
496 */ 448 */
497 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
499 451
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 452 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 op->current_weapon_script = NULL;
552 clear_object(op);
553} 453}
554 454
555/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 456 * refcounts and freeing the links.
557 */ 457 */
458static void
558static void free_key_values(object * op) { 459free_key_values (object *op)
559 key_value * i; 460{
560 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
561 462 {
562 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
563 467 }
564 for (i = op->key_values; i != NULL; i = next) { 468
565 /* Store next *first*. */
566 next = i->next;
567
568 if (i->key) FREE_AND_CLEAR_STR(i->key);
569 if (i->value) FREE_AND_CLEAR_STR(i->value);
570 i->next = NULL;
571 free(i);
572 }
573
574 op->key_values = NULL; 469 op->key_values = 0;
575} 470}
576 471
577
578/* 472/*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op);
606
607 /* the memset will clear all these values for us, but we need
608 * to reduce the refcount on them.
609 */
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
619
620
621 memset((void*)op, 0, sizeof (object_special));
622 /* Below here, we clear things that are not done by the memset,
623 * or set default values that are not zero.
624 */
625 /* This is more or less true */
626 SET_FLAG(op, FLAG_REMOVED);
627
628
629 op->contr = NULL;
630 op->below=NULL;
631 op->above=NULL;
632 op->inv=NULL;
633 op->events=NULL;
634 op->container=NULL;
635 op->env=NULL;
636 op->more=NULL;
637 op->head=NULL;
638 op->map=NULL;
639 op->refcount=0;
640 op->active_next = NULL;
641 op->active_prev = NULL;
642 /* What is not cleared is next, prev, and count */
643
644 op->expmul=1.0;
645 op->face = blank_face;
646 op->attacked_by_count = (tag_t) -1;
647 if (settings.casting_time)
648 op->casting_time = -1;
649
650}
651
652/*
653 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
656 * 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,
657 * 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
658 * will point at garbage. 478 * will point at garbage.
659 */ 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);
660 485
661void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
663 event *evt, *evt2, *evt_new;
664 487
665 op->clear (); 488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
666 490
667 /* Decrement the refcounts, but don't bother zeroing the fields; 491 if (is_removed)
668 they'll be overwritten by memcpy. */ 492 SET_FLAG (dst, FLAG_REMOVED);
669 if(op->name!=NULL) free_string(op->name);
670 if(op->name_pl!=NULL) free_string(op->name_pl);
671 if(op->title!=NULL) free_string(op->title);
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679 493
680 /* Basically, same code as from clear_object() */ 494 if (speed < 0)
681 for (evt = op->events; evt; evt=evt2) {
682 evt2 = evt->next;
683
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op2->clone (op);
696
697 if(is_freed) SET_FLAG(op,FLAG_FREED);
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699 if(op->name!=NULL) add_refcount(op->name);
700 if(op->name_pl!=NULL) add_refcount(op->name_pl);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709
710 if((op2->speed<0) && !editor)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
712 496
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) { 498 if (key_values)
736 key_value * tail = NULL; 499 {
500 key_value *tail = 0;
737 key_value * i; 501 key_value *i;
738 502
739 op->key_values = NULL; 503 dst->key_values = 0;
740 504
741 for (i = op2->key_values; i != NULL; i = i->next) { 505 for (i = key_values; i; i = i->next)
742 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 506 {
507 key_value *new_link = new key_value;
743 508
744 new_link->next = NULL; 509 new_link->next = 0;
745 new_link->key = add_refcount(i->key); 510 new_link->key = i->key;
746 if (i->value) 511 new_link->value = i->value;
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750 512
751 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
752 if (op->key_values == NULL) { 514 if (!dst->key_values)
753 op->key_values = new_link; 515 {
754 tail = new_link; 516 dst->key_values = new_link;
755 } else { 517 tail = new_link;
756 tail->next = new_link; 518 }
757 tail = new_link; 519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
758 } 525 }
759 }
760 }
761 526
762 update_ob_speed(op); 527 update_ob_speed (dst);
763} 528}
764 529
765/*
766 * expand_objects() allocates more objects for the list of unused objects.
767 * It is called from get_object() if the unused list is empty.
768 */
769
770void expand_objects(void) {
771 int i;
772 object *obj;
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
774
775 if(obj==NULL)
776 fatal(OUT_OF_MEMORY);
777 free_objects=obj;
778 obj[0].prev=NULL;
779 obj[0].next= &obj[1],
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796}
797
798/*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804object *get_object(void) {
805 object *op; 530object *
806 531object::clone ()
807 if(free_objects==NULL) { 532{
808 expand_objects(); 533 object *neu = create ();
809 } 534 copy_to (neu);
810 op=free_objects;
811#ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */
816 op = realloc(op, sizeof(object));
817 SET_FLAG(op, FLAG_REMOVED);
818 SET_FLAG(op, FLAG_FREED);
819#endif
820
821 if(!QUERY_FLAG(op,FLAG_FREED)) {
822 LOG(llevError,"Fatal: Getting busy object.\n");
823 }
824 free_objects=op->next;
825 if(free_objects!=NULL)
826 free_objects->prev=NULL;
827 op->count= ++ob_count;
828 op->name=NULL;
829 op->name_pl=NULL;
830 op->title=NULL;
831 op->race=NULL;
832 op->slaying=NULL;
833 op->skill = NULL;
834 op->lore=NULL;
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op; 535 return neu;
848} 536}
849 537
850/* 538/*
851 * 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
852 * 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
853 * 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.
854 */ 542 */
855 543
544void
856void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
858 return; 548 return;
859 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
861} 551}
862 552
863/* 553/*
864 * 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
865 * 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.
866 * 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.
867 */ 557 */
868 558void
869void update_ob_speed(object *op) { 559update_ob_speed (object *op)
560{
870 extern int arch_init; 561 extern int arch_init;
871 562
872 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
873 * since they never really need to be updated. 564 * since they never really need to be updated.
874 */ 565 */
875 566
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 {
877 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);
878#ifdef MANY_CORES 570#ifdef MANY_CORES
879 abort(); 571 abort ();
880#else 572#else
881 op->speed = 0; 573 op->speed = 0;
882#endif 574#endif
883 } 575 }
576
884 if (arch_init) { 577 if (arch_init)
885 return;
886 }
887 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
888 /* If already on active list, don't do anything */
889 if (op->active_next || op->active_prev || op==active_objects)
890 return; 578 return;
891 579
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
892 /* process_events() expects us to insert the object at the beginning 586 /* process_events() expects us to insert the object at the beginning
893 * of the list. */ 587 * of the list. */
894 op->active_next = active_objects; 588 op->active_next = active_objects;
589
895 if (op->active_next!=NULL) 590 if (op->active_next != NULL)
896 op->active_next->active_prev = op; 591 op->active_next->active_prev = op;
592
897 active_objects = op; 593 active_objects = op;
594 }
595 else
898 } 596 {
899 else {
900 /* If not on the active list, nothing needs to be done */ 597 /* If not on the active list, nothing needs to be done */
901 if (!op->active_next && !op->active_prev && op!=active_objects) 598 if (!op->active_next && !op->active_prev && op != active_objects)
902 return; 599 return;
903 600
904 if (op->active_prev==NULL) { 601 if (op->active_prev == NULL)
602 {
905 active_objects = op->active_next; 603 active_objects = op->active_next;
604
906 if (op->active_next!=NULL) 605 if (op->active_next != NULL)
907 op->active_next->active_prev = NULL; 606 op->active_next->active_prev = NULL;
908 } 607 }
909 else { 608 else
609 {
910 op->active_prev->active_next = op->active_next; 610 op->active_prev->active_next = op->active_next;
611
911 if (op->active_next) 612 if (op->active_next)
912 op->active_next->active_prev = op->active_prev; 613 op->active_next->active_prev = op->active_prev;
913 } 614 }
615
914 op->active_next = NULL; 616 op->active_next = NULL;
915 op->active_prev = NULL; 617 op->active_prev = NULL;
916 } 618 }
917} 619}
918 620
919/* This function removes object 'op' from the list of active 621/* This function removes object 'op' from the list of active
920 * objects. 622 * objects.
922 * 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
923 * in play chewing up cpu time getting processed. 625 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which 626 * The reverse of this is to call update_ob_speed, which
925 * 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.
926 */ 628 */
629void
927void remove_from_active_list(object *op) 630remove_from_active_list (object *op)
928{ 631{
929 /* If not on the active list, nothing needs to be done */ 632 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects) 633 if (!op->active_next && !op->active_prev && op != active_objects)
931 return; 634 return;
932 635
933 if (op->active_prev==NULL) { 636 if (op->active_prev == NULL)
637 {
934 active_objects = op->active_next; 638 active_objects = op->active_next;
935 if (op->active_next!=NULL) 639 if (op->active_next != NULL)
936 op->active_next->active_prev = NULL; 640 op->active_next->active_prev = NULL;
641 }
642 else
937 } 643 {
938 else {
939 op->active_prev->active_next = op->active_next; 644 op->active_prev->active_next = op->active_next;
940 if (op->active_next) 645 if (op->active_next)
941 op->active_next->active_prev = op->active_prev; 646 op->active_next->active_prev = op->active_prev;
942 } 647 }
943 op->active_next = NULL; 648 op->active_next = NULL;
944 op->active_prev = NULL; 649 op->active_prev = NULL;
945} 650}
946 651
947/* 652/*
948 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
949 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
950 * 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
951 * invisible object, etc...) 656 * invisible object, etc...)
952 * 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
953 * 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
954 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
955 * 660 *
956 * 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.
957 * For example, if the only thing that has changed is the face (due to
958 * an animation), we don't need to call update_position until that actually
959 * comes into view of a player. OTOH, many other things, like addition/removal
960 * of walls or living creatures may need us to update the flags now.
961 * current action are: 662 * current action are:
962 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
963 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
964 * 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
965 * 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.
966 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
967 */ 668 */
968 669void
969void update_object(object *op, int action) { 670update_object (object *op, int action)
970 int update_now=0, flags; 671{
971 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
972 673
973 if (op == NULL) { 674 if (op == NULL)
675 {
974 /* this should never happen */ 676 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 678 return;
977 }
978 679 }
979 if(op->env!=NULL) { 680
681 if (op->env)
682 {
980 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
981 * to do in this case. 684 * to do in this case.
982 */ 685 */
983 return; 686 return;
984 } 687 }
985 688
986 /* 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
987 * going to get freed anyways. 690 * going to get freed anyways.
988 */ 691 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 692 if (!op->map || op->map->in_memory == MAP_SAVING)
990 693 return;
694
991 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
992 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)
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 697 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 699#ifdef MANY_CORES
996 abort(); 700 abort ();
997#endif 701#endif
998 return; 702 return;
999 }
1000 703 }
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1004 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1005 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1007 704
705 mapspace &m = op->ms ();
706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
1008 if (action == UP_OBJ_INSERT) { 709 else if (action == UP_OBJ_INSERT)
710 {
711 // this is likely overkill, TODO: revisit (schmorp)
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1010 update_now=1;
1011
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1013 update_now=1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1014 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1016 update_now=1; 718 || (m.move_on | op->move_on ) != m.move_on
1017 719 || (m.move_off | op->move_off ) != m.move_off
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 720 || (m.move_slow | op->move_slow) != m.move_slow
1019 update_now=1;
1020
1021 if ((move_on | op->move_on) != move_on) update_now=1;
1022 if ((move_off | op->move_off) != move_off) update_now=1;
1023 /* 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
1024 * to have move_allow right now. 722 * to have move_allow right now.
1025 */ 723 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1027 update_now=1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 726 m.flags_ = P_NEED_UPDATE;
1029 } 727 }
1030 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 730 * that is being removed.
1033 */ 731 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 733 m.flags_ = P_NEED_UPDATE;
1036 } else if (action == UP_OBJ_FACE) { 734 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 735 /* Nothing to do for that case */ ;
1038 }
1039 else { 736 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 738
1043 if (update_now) {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045 update_position(op->map, op->x, op->y);
1046 }
1047
1048 if(op->more!=NULL) 739 if (op->more)
1049 update_object(op->more, action); 740 update_object (op->more, action);
1050} 741}
1051 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}
1052 792
1053/* 793/*
1054 * free_object() frees everything allocated by an object, removes 794 * free_object() frees everything allocated by an object, removes
1055 * 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
1056 * free objects. The IS_FREED() flag is set in the object. 796 * free objects. The IS_FREED() flag is set in the object.
1057 * The object must have been removed by remove_ob() first for 797 * The object must have been removed by remove_ob() first for
1058 * this function to succeed. 798 * this function to succeed.
1059 * 799 *
1060 * 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
1061 * inventory to the ground. 801 * inventory to the ground.
1062 */ 802 */
803void
804object::do_destroy ()
805{
806 attachable::do_destroy ();
1063 807
1064void free_object(object *ob) { 808 if (flag [FLAG_IS_LINKED])
1065 free_object2(ob, 0); 809 remove_button_link (this);
1066}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069 810
1070 ob->clear (); 811 if (flag [FLAG_FRIENDLY])
812 remove_friendly_object (this);
1071 813
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 814 if (!flag [FLAG_REMOVED])
1073 LOG(llevDebug,"Free object called with non removed object\n"); 815 remove ();
1074 dump_object(ob); 816
1075#ifdef MANY_CORES 817 if (flag [FLAG_FREED])
1076 abort(); 818 return;
1077#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 ();
1078 } 835 }
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 836
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 837 map = freed_map;
1081 remove_friendly_object(ob); 838 x = 1;
839 y = 1;
1082 } 840 }
1083 if(QUERY_FLAG(ob,FLAG_FREED)) { 841
1084 dump_object(ob); 842 more = 0;
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 843 head = 0;
1086 return; 844 inv = 0;
1087 } 845
1088 if(ob->more!=NULL) { 846 // clear those pointers that likely might have circular references to us
1089 free_object2(ob->more, free_inventory); 847 owner = 0;
1090 ob->more=NULL; 848 enemy = 0;
1091 } 849 attacked_by = 0;
1092 if (ob->inv) { 850
1093 /* Only if the space blocks everything do we not process - 851 // only relevant for players(?), but make sure of it anyways
1094 * if some form of movemnt is allowed, let objects 852 contr = 0;
1095 * drop on that space. 853
1096 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1099 {
1100 op=ob->inv;
1101 while(op!=NULL) {
1102 tmp=op->below;
1103 remove_ob(op);
1104 free_object2(op, free_inventory);
1105 op=tmp;
1106 }
1107 }
1108 else { /* Put objects in inventory onto this space */
1109 op=ob->inv;
1110 while(op!=NULL) {
1111 tmp=op->below;
1112 remove_ob(op);
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1115 free_object(op);
1116 else {
1117 op->x=ob->x;
1118 op->y=ob->y;
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1120 }
1121 op=tmp;
1122 }
1123 }
1124 }
1125 /* Remove object from the active list */ 854 /* Remove object from the active list */
1126 ob->speed = 0; 855 speed = 0;
1127 update_ob_speed(ob); 856 update_ob_speed (this);
1128 857
1129 SET_FLAG(ob, FLAG_FREED); 858 unlink ();
1130 ob->count = 0; 859}
1131 860
1132 /* Remove this object from the list of used objects */ 861/*
1133 if(ob->prev==NULL) { 862 * Remove and free all objects in the inventory of the given object.
1134 objects=ob->next; 863 * object.c ?
1135 if(objects!=NULL) 864 */
1136 objects->prev=NULL; 865void
1137 } 866object::destroy_inv (bool drop_to_ground)
1138 else { 867{
1139 ob->prev->next=ob->next; 868 if (!inv)
1140 if(ob->next!=NULL) 869 return;
1141 ob->next->prev=ob->prev;
1142 }
1143
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153 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)
1154 876 {
1155 /* Why aren't events freed? */ 877 while (inv)
1156 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;
1157 888
1158#if 0 /* MEMORY_DEBUG*/ 889 if (op->flag [FLAG_STARTEQUIP]
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 890 || op->flag [FLAG_NO_DROP]
1160 * presumes the freed_object will stick around for at least a little 891 || op->type == RUNE
1161 * bit 892 || op->type == TRAP
1162 */ 893 || op->flag [FLAG_IS_A_TEMPLATE])
1163 /* this is necessary so that memory debugging programs will 894 op->destroy ();
1164 * be able to accurately report source of malloc. If we recycle 895 else
1165 * objects, then some other area may be doing the get_object 896 {
1166 * and not freeing it, but the original one that malloc'd the 897 op->remove ();
1167 * object will get the blame. 898 op->x = x;
1168 */ 899 op->y = y;
1169 free(ob); 900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1170#else 901 }
1171 902 }
1172 /* Now link it with the free_objects list: */ 903 }
1173 ob->prev=NULL;
1174 ob->next=free_objects;
1175 if(free_objects!=NULL)
1176 free_objects->prev=ob;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179#endif
1180} 904}
1181 905
1182/* 906void
1183 * count_free() returns the number of objects on the list of free objects. 907object::destroy (bool destroy_inventory)
1184 */ 908{
1185 909 if (destroyed ())
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects;
1189 while(tmp!=NULL)
1190 tmp=tmp->next, i++;
1191 return i; 910 return;
1192}
1193 911
1194/* 912 if (more)
1195 * count_used() returns the number of objects on the list of used objects. 913 {
1196 */ 914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
1197 918
1198int count_used(void) { 919 if (destroy_inventory)
1199 int i=0; 920 destroy_inv (true);
1200 object *tmp=objects;
1201 while(tmp!=NULL)
1202 tmp=tmp->next, i++;
1203 return i;
1204}
1205 921
1206/* 922 attachable::destroy ();
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209
1210int count_active(void) {
1211 int i=0;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216} 923}
1217 924
1218/* 925/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1220 * 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)).
1221 */ 928 */
1222 929void
1223void sub_weight (object *op, signed long weight) { 930sub_weight (object *op, signed long weight)
931{
1224 while (op != NULL) { 932 while (op != NULL)
933 {
1225 if (op->type == CONTAINER) { 934 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 936
1228 op->carrying-=weight; 937 op->carrying -= weight;
1229 op = op->env; 938 op = op->env;
1230 } 939 }
1231} 940}
1232 941
1233/* remove_ob(op): 942/* op->remove ():
1234 * 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
1235 * 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
1236 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 947 * the previous environment.
1239 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
1240 */ 949 */
1241 950void
1242void remove_ob(object *op) { 951object::remove ()
952{
1243 object *tmp,*last=NULL; 953 object *tmp, *last = 0;
1244 object *otmp; 954 object *otmp;
1245 tag_t tag;
1246 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250 955
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1252 dump_object(op); 957 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 958
1255 /* Changed it to always dump core in this case. As has been learned
1256 * in the past, trying to recover from errors almost always
1257 * make things worse, and this is a real error here - something
1258 * that should not happen.
1259 * Yes, if this was a mission critical app, trying to do something
1260 * to recover may make sense, but that is because failure of the app
1261 * may have other disastrous problems. Cf runs out of a script
1262 * so is easily enough restarted without any real problems.
1263 * MSW 2001-07-01
1264 */
1265 abort();
1266 }
1267 if(op->more!=NULL)
1268 remove_ob(op->more);
1269
1270 SET_FLAG(op, FLAG_REMOVED); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1271 961
962 if (more)
963 more->remove ();
964
1272 /* 965 /*
1273 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1274 * inventory. 967 * inventory.
1275 */ 968 */
1276 if(op->env!=NULL) { 969 if (env)
1277 if(op->nrof) 970 {
971 if (nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 972 sub_weight (env, weight * nrof);
1279 else 973 else
1280 sub_weight(op->env, op->weight+op->carrying); 974 sub_weight (env, weight + carrying);
1281 975
1282 /* 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
1283 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 978 * to save cpu time.
1285 */ 979 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 981 otmp->update_stats ();
1288 fix_player(otmp);
1289 982
1290 if(op->above!=NULL) 983 if (above != NULL)
1291 op->above->below=op->below; 984 above->below = below;
1292 else 985 else
1293 op->env->inv=op->below; 986 env->inv = below;
1294 987
1295 if(op->below!=NULL) 988 if (below != NULL)
1296 op->below->above=op->above; 989 below->above = above;
1297 990
1298 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1299 * 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
1300 * to the caller to decide what we want to do. 993 * to the caller to decide what we want to do.
1301 */ 994 */
1302 op->x=op->env->x,op->y=op->env->y; 995 x = env->x, y = env->y;
1303 op->ox=op->x,op->oy=op->y; 996 map = env->map;
1304 op->map=op->env->map; 997 above = 0, below = 0;
1305 op->above=NULL,op->below=NULL; 998 env = 0;
1306 op->env=NULL; 999 }
1307 return; 1000 else if (map)
1308 } 1001 {
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x;
1314 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y);
1316
1317 if (!m) {
1318 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1319 op->map->path, op->x, op->y);
1320 /* in old days, we used to set x and y to 0 and continue.
1321 * it seems if we get into this case, something is probablye
1322 * screwed up and should be fixed.
1323 */
1324 abort();
1325 }
1326 if (op->map != m) {
1327 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1328 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330
1331 /* 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
1332 * lots of logic for things we no longer care about 1003 * lots of logic for things we no longer care about
1333 */ 1004 */
1334 1005
1335 /* link the object above us */ 1006 /* link the object above us */
1336 if (op->above) 1007 if (above)
1337 op->above->below=op->below; 1008 above->below = below;
1338 else 1009 else
1339 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 */
1340 1011
1341 /* Relink the object below us, if there is one */ 1012 /* Relink the object below us, if there is one */
1342 if(op->below) { 1013 if (below)
1343 op->below->above=op->above; 1014 below->above = above;
1344 } else { 1015 else
1016 {
1345 /* 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
1346 * use translated coordinates in case some oddness with map tiling is 1018 * use translated coordinates in case some oddness with map tiling is
1347 * evident 1019 * evident
1348 */ 1020 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 1021 if (GET_MAP_OB (map, x, y) != this)
1350 dump_object(op); 1022 {
1023 char *dump = dump_object (this);
1024 LOG (llevError,
1351 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);
1352 dump_object(GET_MAP_OB(m,x,y)); 1026 free (dump);
1353 LOG(llevError,"%s\n",errmsg); 1027 dump = dump_object (GET_MAP_OB (map, x, y));
1354 } 1028 LOG (llevError, "%s\n", dump);
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1029 free (dump);
1356 } 1030 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 1031
1032 map->at (x, y).bot = above; /* goes on above it. */
1033 }
1034
1035 above = 0;
1036 below = 0;
1037
1360 if (op->map->in_memory == MAP_SAVING) 1038 if (map->in_memory == MAP_SAVING)
1361 return; 1039 return;
1362 1040
1363 tag = op->count; 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1042
1365 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 {
1366 /* 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
1367 * being removed. 1046 * being removed.
1368 */ 1047 */
1369 1048
1370 if(tmp->type==PLAYER && tmp!=op) { 1049 if (tmp->type == PLAYER && tmp != this)
1050 {
1371 /* If a container that the player is currently using somehow gets 1051 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1052 * removed (most likely destroyed), update the player view
1373 * appropriately. 1053 * appropriately.
1374 */ 1054 */
1375 if (tmp->container==op) { 1055 if (tmp->container == this)
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1056 {
1377 tmp->container=NULL; 1057 flag [FLAG_APPLIED] = 0;
1378 } 1058 tmp->container = 0;
1379 tmp->contr->socket.update_look=1; 1059 }
1380 } 1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1381 /* See if player moving off should effect something */ 1065 /* See if player moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1066 if (check_walk_off
1067 && ((move_type & tmp->move_off)
1383 (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);
1384 1071
1385 move_apply(tmp, op, NULL); 1072 if (destroyed ())
1386 if (was_destroyed (op, tag)) { 1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1074 }
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391 1075
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393 1077
1394 if(tmp->above == tmp) 1078 if (tmp->above == tmp)
1395 tmp->above = NULL; 1079 tmp->above = 0;
1396 last=tmp; 1080
1397 } 1081 last = tmp;
1082 }
1083
1398 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1399 if (last==NULL) { 1085 if (!last)
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1402 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways.
1404 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y);
1407 }
1408 else 1087 else
1409 update_object(last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1410 1089
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1412 update_all_los(op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1413 1092 }
1414} 1093}
1415 1094
1416/* 1095/*
1417 * merge_ob(op,top): 1096 * merge_ob(op,top):
1418 * 1097 *
1419 * This function goes through all objects below and including top, and 1098 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1099 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1100 * If top is NULL, it is calculated.
1422 * 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
1423 */ 1102 */
1424 1103object *
1425object *merge_ob(object *op, object *top) { 1104merge_ob (object *op, object *top)
1105{
1426 if(!op->nrof) 1106 if (!op->nrof)
1427 return 0; 1107 return 0;
1428 if(top==NULL) 1108
1109 if (top)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1112
1430 for(;top!=NULL;top=top->below) { 1113 for (; top; top = top->below)
1114 {
1431 if(top==op) 1115 if (top == op)
1432 continue; 1116 continue;
1433 if (CAN_MERGE(op,top)) 1117
1434 { 1118 if (object::can_merge (op, top))
1119 {
1435 top->nrof+=op->nrof; 1120 top->nrof += op->nrof;
1121
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1124 op->destroy ();
1439 free_object(op);
1440 return top; 1125 return top;
1441 } 1126 }
1442 } 1127 }
1128
1443 return NULL; 1129 return 0;
1444} 1130}
1445 1131
1446/* 1132/*
1447 * 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
1448 * job preparing multi-part monsters 1134 * job preparing multi-part monsters
1449 */ 1135 */
1136object *
1450object *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{
1451 object* tmp; 1139 object *tmp;
1140
1452 if (op->head) 1141 if (op->head)
1453 op=op->head; 1142 op = op->head;
1143
1454 for (tmp=op;tmp;tmp=tmp->more){ 1144 for (tmp = op; tmp; tmp = tmp->more)
1145 {
1455 tmp->x=x+tmp->arch->clone.x; 1146 tmp->x = x + tmp->arch->clone.x;
1456 tmp->y=y+tmp->arch->clone.y; 1147 tmp->y = y + tmp->arch->clone.y;
1457 } 1148 }
1149
1458 return insert_ob_in_map (op, m, originator, flag); 1150 return insert_ob_in_map (op, m, originator, flag);
1459} 1151}
1460 1152
1461/* 1153/*
1462 * insert_ob_in_map (op, map, originator, flag): 1154 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1155 * This function inserts the object in the two-way linked list
1476 * Return value: 1168 * Return value:
1477 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1171 * just 'op' otherwise
1480 */ 1172 */
1481 1173object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1175{
1484 object *tmp, *top, *floor=NULL; 1176 object *tmp, *top, *floor = NULL;
1485 sint16 x,y; 1177 sint16 x, y;
1486 1178
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1179 if (QUERY_FLAG (op, FLAG_FREED))
1180 {
1488 LOG (llevError, "Trying to insert freed object!\n"); 1181 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL; 1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1490 } 1186 {
1491 if(m==NULL) { 1187 char *dump = dump_object (op);
1492 dump_object(op);
1493 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);
1494 return op; 1189 free (dump);
1190 return op;
1495 } 1191 }
1192
1496 if(out_of_map(m,op->x,op->y)) { 1193 if (out_of_map (m, op->x, op->y))
1497 dump_object(op); 1194 {
1195 char *dump = dump_object (op);
1498 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);
1499#ifdef MANY_CORES 1197#ifdef MANY_CORES
1500 /* 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
1501 * 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
1502 * improperly inserted. 1200 * improperly inserted.
1503 */ 1201 */
1504 abort(); 1202 abort ();
1505#endif 1203#endif
1506 return op; 1204 free (dump);
1205 return op;
1507 } 1206 }
1207
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1509 dump_object(op); 1209 {
1210 char *dump = dump_object (op);
1510 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);
1511 return op; 1212 free (dump);
1213 return op;
1214 }
1215
1216 if (op->more)
1512 } 1217 {
1513 if(op->more!=NULL) {
1514 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1515 1219
1516 object *more = op->more; 1220 object *more = op->more;
1517 1221
1518 /* We really need the caller to normalize coordinates - if 1222 /* We really need the caller to normalize coordinates - if
1519 * 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
1520 * 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
1521 * is clear wrong do we normalize it. 1225 * is clear wrong do we normalize it.
1522 */ 1226 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1227 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1524 /* Debugging information so you can see the last coordinates this object had */
1525 more->ox = more->x;
1526 more->oy = more->y;
1527 more->map = get_map_from_coord(m, &more->x, &more->y); 1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1528 } else if (!more->map) { 1229 else if (!more->map)
1230 {
1529 /* For backwards compatibility - when not dealing with tiled maps, 1231 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent. 1232 * more->map should always point to the parent.
1531 */ 1233 */
1532 more->map = m; 1234 more->map = m;
1533 } 1235 }
1534 1236
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1536 if ( ! op->head) 1239 if (!op->head)
1537 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");
1538 return NULL; 1241
1539 } 1242 return 0;
1243 }
1540 } 1244 }
1245
1541 CLEAR_FLAG(op,FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1542 1247
1543 /* Debugging information so you can see the last coordinates this object had */
1544 op->ox=op->x;
1545 op->oy=op->y;
1546
1547 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1548 * 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
1549 * need extra work 1250 * need extra work
1550 */ 1251 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1252 op->map = get_map_from_coord (m, &op->x, &op->y);
1552 x = op->x; 1253 x = op->x;
1553 y = op->y; 1254 y = op->y;
1554 1255
1555 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1556 */ 1257 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1558 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)
1559 if (CAN_MERGE(op,tmp)) { 1260 if (object::can_merge (op, tmp))
1560 op->nrof+=tmp->nrof; 1261 {
1561 remove_ob(tmp); 1262 op->nrof += tmp->nrof;
1562 free_object(tmp); 1263 tmp->destroy ();
1563 } 1264 }
1564 }
1565 1265
1566 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 */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1267 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1268
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1269 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1270 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1271
1571 if (flag & INS_BELOW_ORIGINATOR) { 1272 if (flag & INS_BELOW_ORIGINATOR)
1273 {
1572 if (originator->map != op->map || originator->x != op->x || 1274 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1275 {
1574 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");
1575 abort(); 1277 abort ();
1576 } 1278 }
1279
1577 op->above = originator; 1280 op->above = originator;
1578 op->below = originator->below; 1281 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1282
1580 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
1581 /* since *below* originator, no need to update top */ 1288 /* since *below* originator, no need to update top */
1582 originator->below = op; 1289 originator->below = op;
1583 } else { 1290 }
1291 else
1292 {
1584 /* If there are other objects, then */ 1293 /* If there are other objects, then */
1585 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 {
1586 object *last=NULL; 1296 object *last = NULL;
1587 /* 1297
1298 /*
1588 * 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.
1589 * We've already dealt with merging if appropriate. 1300 * We've already dealt with merging if appropriate.
1590 * 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
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1302 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1303 * floor, we want to insert above that and no further.
1593 * 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
1594 * 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
1595 * 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
1596 * 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
1597 * that flying non pickable objects are spell objects. 1308 * that flying non pickable objects are spell objects.
1598 */ 1309 */
1599 1310
1600 while (top != NULL) { 1311 while (top != NULL)
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1312 {
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1603 if (QUERY_FLAG(top, FLAG_NO_PICK) 1314 floor = top;
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1315
1605 && !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))
1606 { 1317 {
1607 /* We insert above top, so we want this object below this */ 1318 /* We insert above top, so we want this object below this */
1608 top=top->below; 1319 top = top->below;
1609 break; 1320 break;
1610 } 1321 }
1611 last = top; 1322
1612 top = top->above; 1323 last = top;
1613 } 1324 top = top->above;
1325 }
1326
1614 /* 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 */
1615 top = last; 1328 top = last;
1616 1329
1617 /* We let update_position deal with figuring out what the space 1330 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1331 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1332 * makes things faster, and effectively the same result.
1620 */ 1333 */
1621 1334
1622 /* Have object 'fall below' other objects that block view. 1335 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1336 * Unless those objects are exits, type 66
1624 * If INS_ON_TOP is used, don't do this processing 1337 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1338 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1339 * stacking is a bit odd.
1627 */ 1340 */
1628 if (!(flag & INS_ON_TOP) && 1341 if (!(flag & INS_ON_TOP) &&
1629 (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))
1630 (op->face && !op->face->visibility)) { 1343 {
1631 for (last=top; last != floor; last=last->below) 1344 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break;
1633 /* Check to see if we found the object that blocks view, 1347 /* Check to see if we found the object that blocks view,
1634 * 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
1635 * we can get inserted below this one, which requires we 1349 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1350 * set top to the object below us.
1637 */ 1351 */
1638 if (last && last->below && last != floor) top=last->below; 1352 if (last && last->below && last != floor)
1639 } 1353 top = last->below;
1640 } /* If objects on this space */ 1354 }
1355 } /* If objects on this space */
1356
1641 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor;
1644 1362
1645 /* 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.
1646 */ 1364 */
1647 1365
1648 /* First object on this space */ 1366 /* First object on this space */
1649 if (!top) { 1367 if (!top)
1368 {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1369 op->above = GET_MAP_OB (op->map, op->x, op->y);
1651 if (op->above) op->above->below = op; 1370
1371 if (op->above)
1372 op->above->below = op;
1373
1652 op->below = NULL; 1374 op->below = NULL;
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1375 op->ms ().bot = op;
1654 } else { /* get inserted into the stack above top */ 1376 }
1377 else
1378 { /* get inserted into the stack above top */
1655 op->above = top->above; 1379 op->above = top->above;
1656 if (op->above) op->above->below = op; 1380
1381 if (op->above)
1382 op->above->below = op;
1383
1657 op->below = top; 1384 op->below = top;
1658 top->above = op; 1385 top->above = op;
1659 } 1386 }
1387
1660 if (op->above==NULL) 1388 if (op->above == NULL)
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1389 op->ms ().top = op;
1662 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1663 1391
1664 if(op->type==PLAYER) 1392 if (op->type == PLAYER)
1665 op->contr->do_los=1; 1393 op->contr->do_los = 1;
1666 1394
1667 /* 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
1668 * it, so save a few ticks and start from there. 1396 * it, so save a few ticks and start from there.
1669 */ 1397 */
1670 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1671 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 ())
1672 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1673 tmp->contr->socket.update_look=1; 1401 pl->contr->ns->floorbox_update ();
1674 }
1675 1402
1676 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1677 * 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
1678 * 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
1679 * on the map will get recalculated. The players could very well 1406 * on the map will get recalculated. The players could very well
1680 * 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 -
1681 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1682 * 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
1683 * of effect may be sufficient. 1410 * of effect may be sufficient.
1684 */ 1411 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1412 if (op->map->darkness && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1687 1414
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1691 1417
1418 INVOKE_OBJECT (INSERT, op);
1692 1419
1693 /* 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,
1694 * we want to have update_look set above before calling this. 1421 * we want to have floorbox_update called before calling this.
1695 * 1422 *
1696 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1426 * update_object().
1700 */ 1427 */
1701 1428
1702 /* 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 */
1703
1704 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1431 {
1705 if (check_move_on(op, originator)) 1432 if (check_move_on (op, originator))
1706 return NULL; 1433 return 0;
1707 1434
1708 /* 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
1709 * walk on's. 1436 * walk on's.
1710 */ 1437 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1713 return NULL; 1440 return 0;
1714 } 1441 }
1442
1715 return op; 1443 return op;
1716} 1444}
1717 1445
1718/* this function inserts an object in the map, but if it 1446/* this function inserts an object in the map, but if it
1719 * 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.
1720 * 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.
1721 */ 1449 */
1450void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1723 object *tmp; 1452{
1724 object *tmp1; 1453 object *tmp, *tmp1;
1725 1454
1726 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1727 1456
1728 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)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1730 remove_ob(tmp); 1459 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1460
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1462
1737 1463 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1464 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1465 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 1466}
1741 1467
1742/* 1468/*
1743 * 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
1744 * is returned contains nr objects, and the remaining parts contains 1470 * is returned contains nr objects, and the remaining parts contains
1745 * 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).
1746 * On failure, NULL is returned, and the reason put into the 1472 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1473 * global static errmsg array.
1748 */ 1474 */
1749 1475
1476object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1751 object *newob; 1479 object *newob;
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1481
1754 if(orig_ob->nrof<nr) { 1482 if (orig_ob->nrof < nr)
1755 sprintf(errmsg,"There are only %d %ss.",
1756 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1757 return NULL;
1758 } 1483 {
1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1485 return NULL;
1486 }
1487
1759 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1760 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1761 if ( ! is_removed) 1491 orig_ob->destroy (1);
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1766 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 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 {
1769 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.");
1770 LOG(llevDebug,
1771 "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");
1772 return NULL; 1500 return NULL;
1773 } 1501 }
1774 } 1502 }
1503
1775 newob->nrof=nr; 1504 newob->nrof = nr;
1776 1505
1777 return newob; 1506 return newob;
1778} 1507}
1779 1508
1780/* 1509/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1782 * 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
1783 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1784 * 1513 *
1785 * 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
1786 */ 1515 */
1787 1516
1517object *
1788object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1789{ 1519{
1790 object *tmp; 1520 object *tmp;
1791 player *pl;
1792 1521
1793 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1523 return op;
1795 1524
1796 if (i > op->nrof) 1525 if (i > op->nrof)
1797 i = op->nrof; 1526 i = op->nrof;
1798 1527
1799 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 }
1800 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1801 op->nrof -= i; 1570 op->nrof -= i;
1802 }
1803 else if (op->env != NULL)
1804 {
1805 /* is this object in the players inventory, or sub container
1806 * therein?
1807 */
1808 tmp = is_player_inv (op->env);
1809 /* nope. Is this a container the player has opened?
1810 * If so, set tmp to that player.
1811 * IMO, searching through all the players will mostly
1812 * likely be quicker than following op->env to the map,
1813 * and then searching the map for a player.
1814 */
1815 if (!tmp) {
1816 for (pl=first_player; pl; pl=pl->next)
1817 if (pl->ob->container == op->env) break;
1818 if (pl) tmp=pl->ob;
1819 else tmp=NULL;
1820 }
1821
1822 if (i < op->nrof) {
1823 sub_weight (op->env, op->weight * i);
1824 op->nrof -= i;
1825 if (tmp) {
1826 esrv_send_item(tmp, op);
1827 }
1828 } else { 1571 else
1572 {
1829 remove_ob (op); 1573 op->remove ();
1830 op->nrof = 0; 1574 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count);
1833 }
1834 } 1575 }
1835 }
1836 else
1837 {
1838 object *above = op->above;
1839 1576
1840 if (i < op->nrof) {
1841 op->nrof -= i;
1842 } else {
1843 remove_ob (op);
1844 op->nrof = 0;
1845 }
1846 /* Since we just removed op, op->above is null */ 1577 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1848 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1849 if (op->nrof) 1581 if (op->nrof)
1850 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1851 else 1583 else
1852 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1853 } 1585 }
1854 } 1586 }
1855 1587
1856 if (op->nrof) { 1588 if (op->nrof)
1857 return op; 1589 return op;
1858 } else { 1590 else
1859 free_object (op); 1591 {
1592 op->destroy ();
1860 return NULL; 1593 return 0;
1861 } 1594 }
1862} 1595}
1863 1596
1864/* 1597/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1867 */ 1600 */
1868 1601
1602void
1869void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1870 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1871 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1609
1874 op->carrying+=weight; 1610 op->carrying += weight;
1875 op=op->env; 1611 op = op->env;
1876 } 1612 }
1877} 1613}
1878 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
1879/* 1635/*
1880 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1881 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1882 * inside the object environment. 1638 * inside the object environment.
1883 * 1639 *
1884 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1885 * the inventory at the last position or next to other objects of the same
1886 * type.
1887 * Frank: Now sorted by type, archetype and magic!
1888 *
1889 * 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
1890 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1891 */ 1642 */
1892 1643
1893object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1894 object *tmp, *otmp; 1647 object *tmp, *otmp;
1895 1648
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1897 dump_object(op); 1650 op->remove ();
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
1899 return op;
1900 }
1901 if(where==NULL) {
1902 dump_object(op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1904 return op;
1905 }
1906 if (where->head) {
1907 LOG(llevDebug,
1908 "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head;
1910 }
1911 if (op->more) { 1652 if (op->more)
1653 {
1912 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);
1913 op->name, op->count);
1914 return op; 1655 return op;
1915 } 1656 }
1657
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1918 if(op->nrof) { 1660 if (op->nrof)
1661 {
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1921 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1666 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1926 */ 1670 */
1927 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1930 op = tmp; 1674 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1677 break;
1934 } 1678 }
1935 1679
1936 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1682 * (if it was possible to merge). calling remove_ob will subtract
1939 * 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
1940 * the linking below 1684 * the linking below
1941 */ 1685 */
1942 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1943 } else 1688 else
1944 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1945 1690
1946 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1947 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1694 otmp->update_stats ();
1950 }
1951 1695
1952 op->map=NULL; 1696 op->map = 0;
1953 op->env=where; 1697 op->env = this;
1954 op->above=NULL; 1698 op->above = 0;
1955 op->below=NULL; 1699 op->below = 0;
1956 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1701
1959 /* 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 */
1960 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1961 { 1704 {
1962#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1963 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);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1966 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);
1967 } 1710 }
1968 1711
1969 /* 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.
1970 * It sure simplifies this function... 1713 * It sure simplifies this function...
1971 */ 1714 */
1972 if (where->inv==NULL) 1715 if (!inv)
1973 where->inv=op; 1716 inv = op;
1974 else { 1717 else
1718 {
1975 op->below = where->inv; 1719 op->below = inv;
1976 op->below->above = op; 1720 op->below->above = op;
1977 where->inv = op; 1721 inv = op;
1978 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1979 return op; 1726 return op;
1980} 1727}
1981 1728
1982/* 1729/*
1983 * Checks if any objects has a move_type that matches objects 1730 * Checks if any objects has a move_type that matches objects
1998 * 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
1999 * 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
2000 * on top. 1747 * on top.
2001 */ 1748 */
2002 1749
1750int
2003int check_move_on (object *op, object *originator) 1751check_move_on (object *op, object *originator)
2004{ 1752{
2005 object *tmp; 1753 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map; 1754 maptile *m = op->map;
2008 int x=op->x, y=op->y; 1755 int x = op->x, y = op->y;
1756
2009 MoveType move_on, move_slow, move_block; 1757 MoveType move_on, move_slow, move_block;
2010 1758
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2012 return 0;
2013
2014 tag = op->count;
2015
2016 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2017 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2018 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2019
2020 /* if nothing on this space will slow op down or be applied,
2021 * no need to do checking below. have to make sure move_type
2022 * is set, as lots of objects don't have it set - we treat that
2023 * as walking.
2024 */
2025 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2026 return 0;
2027
2028 /* This is basically inverse logic of that below - basically,
2029 * if the object can avoid the move on or slow move, they do so,
2030 * but can't do it if the alternate movement they are using is
2031 * blocked. Logic on this seems confusing, but does seem correct.
2032 */
2033 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2034 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2035
2036 /* The objects have to be checked from top to bottom.
2037 * Hence, we first go to the top:
2038 */
2039
2040 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2041 tmp->above!=NULL; tmp=tmp->above) {
2042 /* Trim the search when we find the first other spell effect
2043 * this helps performance so that if a space has 50 spell objects,
2044 * we don't need to check all of them.
2045 */
2046 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2047 }
2048 for(;tmp!=NULL; tmp=tmp->below) {
2049 if (tmp == op) continue; /* Can't apply yourself */
2050
2051 /* Check to see if one of the movement types should be slowed down.
2052 * Second check makes sure that the movement types not being slowed
2053 * (~slow_move) is not blocked on this space - just because the
2054 * space doesn't slow down swimming (for example), if you can't actually
2055 * swim on that space, can't use it to avoid the penalty.
2056 */
2057 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2058 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2059 ((op->move_type & tmp->move_slow) &&
2060 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2061
2062 float diff;
2063
2064 diff = tmp->move_slow_penalty*FABS(op->speed);
2065 if (op->type == PLAYER) {
2066 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2067 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2068 diff /= 4.0;
2069 }
2070 }
2071 op->speed_left -= diff;
2072 }
2073 }
2074
2075 /* Basically same logic as above, except now for actual apply. */
2076 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2077 ((op->move_type & tmp->move_on) &&
2078 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2079
2080 move_apply(tmp, op, originator);
2081 if (was_destroyed (op, tag))
2082 return 1;
2083
2084 /* what the person/creature stepped onto has moved the object
2085 * someplace new. Don't process any further - if we did,
2086 * have a feeling strange problems would result.
2087 */
2088 if (op->map != m || op->x != x || op->y != y) return 0;
2089 }
2090 }
2091 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;
2092} 1844}
2093 1845
2094/* 1846/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
2098 */ 1850 */
2099 1851object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1852present_arch (const archetype *at, maptile *m, int x, int y)
2101 object *tmp; 1853{
2102 if(m==NULL || out_of_map(m,x,y)) { 1854 if (m == NULL || out_of_map (m, x, y))
1855 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1856 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1857 return NULL;
2105 } 1858 }
1859
2106 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)
2107 if(tmp->arch == at) 1861 if (tmp->arch == at)
2108 return tmp; 1862 return tmp;
1863
2109 return NULL; 1864 return NULL;
2110} 1865}
2111 1866
2112/* 1867/*
2113 * present(type, map, x, y) searches for any objects with 1868 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1869 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1870 * The first matching object is returned, or NULL if none.
2116 */ 1871 */
2117 1872object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1873present (unsigned char type, maptile *m, int x, int y)
2119 object *tmp; 1874{
2120 if(out_of_map(m,x,y)) { 1875 if (out_of_map (m, x, y))
1876 {
2121 LOG(llevError,"Present called outside map.\n"); 1877 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1878 return NULL;
2123 } 1879 }
1880
2124 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)
2125 if(tmp->type==type) 1882 if (tmp->type == type)
2126 return tmp; 1883 return tmp;
1884
2127 return NULL; 1885 return NULL;
2128} 1886}
2129 1887
2130/* 1888/*
2131 * present_in_ob(type, object) searches for any objects with 1889 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1890 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1891 * The first matching object is returned, or NULL if none.
2134 */ 1892 */
2135 1893object *
2136object *present_in_ob(unsigned char type, const object *op) { 1894present_in_ob (unsigned char type, const object *op)
2137 object *tmp; 1895{
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1896 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 1897 if (tmp->type == type)
2140 return tmp; 1898 return tmp;
1899
2141 return NULL; 1900 return NULL;
2142} 1901}
2143 1902
2144/* 1903/*
2145 * present_in_ob (type, str, object) searches for any objects with 1904 * present_in_ob (type, str, object) searches for any objects with
2153 * 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
2154 * 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
2155 * 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
2156 * to be unique. 1915 * to be unique.
2157 */ 1916 */
2158 1917object *
2159object *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)
2160 object *tmp; 1919{
2161
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1920 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1921 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 1922 return tmp;
2165 } 1923
2166 return NULL; 1924 return 0;
2167} 1925}
2168 1926
2169/* 1927/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 1928 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 1929 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 1930 * The first matching object is returned, or NULL if none.
2173 */ 1931 */
2174 1932object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 1933present_arch_in_ob (const archetype *at, const object *op)
2176 object *tmp; 1934{
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 1936 if (tmp->arch == at)
2179 return tmp; 1937 return tmp;
1938
2180 return NULL; 1939 return NULL;
2181} 1940}
2182 1941
2183/* 1942/*
2184 * activate recursively a flag on an object inventory 1943 * activate recursively a flag on an object inventory
2185 */ 1944 */
1945void
2186void flag_inv(object*op, int flag){ 1946flag_inv (object *op, int flag)
2187 object *tmp; 1947{
2188 if(op->inv) 1948 if (op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 {
2190 SET_FLAG(tmp, flag); 1951 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 1952 flag_inv (tmp, flag);
2192 } 1953 }
1954}
1955
2193}/* 1956/*
2194 * desactivate recursively a flag on an object inventory 1957 * deactivate recursively a flag on an object inventory
2195 */ 1958 */
1959void
2196void unflag_inv(object*op, int flag){ 1960unflag_inv (object *op, int flag)
2197 object *tmp; 1961{
2198 if(op->inv) 1962 if (op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1963 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1964 {
2200 CLEAR_FLAG(tmp, flag); 1965 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 1966 unflag_inv (tmp, flag);
2202 } 1967 }
2203} 1968}
2204 1969
2205/* 1970/*
2206 * 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
2207 * all it's inventory (recursively). 1972 * all it's inventory (recursively).
2208 * 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
2209 * 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.
2210 */ 1975 */
2211 1976void
2212void set_cheat(object *op) { 1977set_cheat (object *op)
1978{
2213 SET_FLAG(op, FLAG_WAS_WIZ); 1979 SET_FLAG (op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ); 1980 flag_inv (op, FLAG_WAS_WIZ);
2215} 1981}
2216 1982
2217/* 1983/*
2218 * 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
2219 * 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
2233 * 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
2234 * 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
2235 * 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
2236 * customized, changed states, etc. 2002 * customized, changed states, etc.
2237 */ 2003 */
2238 2004int
2239int 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{
2240 int i,index=0, flag; 2007 int index = 0, flag;
2241 static int altern[SIZEOFFREE]; 2008 int altern[SIZEOFFREE];
2242 2009
2243 for(i=start;i<stop;i++) { 2010 for (int i = start; i < stop; i++)
2011 {
2244 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]);
2245 if(!flag) 2013 if (!flag)
2246 altern[index++]=i; 2014 altern [index++] = i;
2247 2015
2248 /* 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.
2249 * 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.
2250 * 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 -
2251 * 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
2252 * 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
2253 * to only the spaces immediately surrounding the target area, and 2021 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2022 * won't look 2 spaces south of the target space.
2255 */ 2023 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2024 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2257 stop=maxfree[i]; 2025 stop = maxfree[i];
2258 } 2026 }
2259 if(!index) return -1; 2027
2028 if (!index)
2029 return -1;
2030
2260 return altern[RANDOM()%index]; 2031 return altern[RANDOM () % index];
2261} 2032}
2262 2033
2263/* 2034/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2035 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2036 * find_free_spot(), but it will search max number of squares.
2266 * 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.
2267 * 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.
2268 */ 2039 */
2269 2040int
2270int 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)
2271 int i; 2042{
2272 for(i=0;i<SIZEOFFREE;i++) { 2043 for (int i = 0; i < SIZEOFFREE; i++)
2273 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]))
2274 return i; 2045 return i;
2275 } 2046
2276 return -1; 2047 return -1;
2277} 2048}
2278 2049
2279/* 2050/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2051 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2052 * arr[begin..end-1].
2053 * now uses a fisher-yates shuffle, old permute was broken
2282 */ 2054 */
2055static void
2283static void permute(int *arr, int begin, int end) 2056permute (int *arr, int begin, int end)
2284{ 2057{
2285 int i, j, tmp, len; 2058 arr += begin;
2059 end -= begin;
2286 2060
2287 len = end-begin; 2061 while (--end)
2288 for(i = begin; i < end; i++) 2062 swap (arr [end], arr [RANDOM () % (end + 1)]);
2289 {
2290 j = begin+RANDOM()%len;
2291
2292 tmp = arr[i];
2293 arr[i] = arr[j];
2294 arr[j] = tmp;
2295 }
2296} 2063}
2297 2064
2298/* new function to make monster searching more efficient, and effective! 2065/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2066 * This basically returns a randomized array (in the passed pointer) of
2300 * 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
2301 * 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
2302 * 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
2303 * 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.
2304 */ 2071 */
2072void
2305void get_search_arr(int *search_arr) 2073get_search_arr (int *search_arr)
2306{ 2074{
2307 int i; 2075 int i;
2308 2076
2309 for(i = 0; i < SIZEOFFREE; i++) 2077 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2078 search_arr[i] = i;
2312 }
2313 2079
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2080 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2081 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2082 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2083}
2318 2084
2319/* 2085/*
2320 * 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
2321 * given map at the given coordinates for live objects. 2087 * given map at the given coordinates for live objects.
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2092 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * 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
2328 * 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
2329 * there is capable of. 2095 * there is capable of.
2330 */ 2096 */
2331 2097int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2098find_dir (maptile *m, int x, int y, object *exclude)
2099{
2333 int i,max=SIZEOFFREE, mflags; 2100 int i, max = SIZEOFFREE, mflags;
2101
2334 sint16 nx, ny; 2102 sint16 nx, ny;
2335 object *tmp; 2103 object *tmp;
2336 mapstruct *mp; 2104 maptile *mp;
2105
2337 MoveType blocked, move_type; 2106 MoveType blocked, move_type;
2338 2107
2339 if (exclude && exclude->head) { 2108 if (exclude && exclude->head)
2109 {
2340 exclude = exclude->head; 2110 exclude = exclude->head;
2341 move_type = exclude->move_type; 2111 move_type = exclude->move_type;
2342 } else { 2112 }
2113 else
2114 {
2343 /* 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. */
2344 move_type=MOVE_ALL; 2116 move_type = MOVE_ALL;
2117 }
2118
2119 for (i = 1; i < max; i++)
2345 } 2120 {
2346 2121 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2122 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2123 ny = y + freearr_y[i];
2351 2124
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2125 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2126
2353 if (mflags & P_OUT_OF_MAP) { 2127 if (mflags & P_OUT_OF_MAP)
2354 max = maxfree[i]; 2128 max = maxfree[i];
2355 } else { 2129 else
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2130 {
2131 mapspace &ms = mp->at (nx, ny);
2357 2132
2133 blocked = ms.move_block;
2134
2358 if ((move_type & blocked) == move_type) { 2135 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2136 max = maxfree[i];
2360 } else if (mflags & P_IS_ALIVE) { 2137 else if (mflags & P_IS_ALIVE)
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2138 {
2362 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)
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2141 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2364 break; 2142 break;
2365 } 2143
2366 } 2144 if (tmp)
2367 if(tmp) {
2368 return freedir[i]; 2145 return freedir[i];
2369 } 2146 }
2147 }
2370 } 2148 }
2371 } 2149
2372 }
2373 return 0; 2150 return 0;
2374} 2151}
2375 2152
2376/* 2153/*
2377 * distance(object 1, object 2) will return the square of the 2154 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2155 * distance between the two given objects.
2379 */ 2156 */
2380 2157int
2381int distance(const object *ob1, const object *ob2) { 2158distance (const object *ob1, const object *ob2)
2382 int i; 2159{
2383 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);
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2385 return i;
2386} 2161}
2387 2162
2388/* 2163/*
2389 * 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
2390 * 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
2391 * object, needs to travel toward it. 2166 * object, needs to travel toward it.
2392 */ 2167 */
2393 2168int
2394int find_dir_2(int x, int y) { 2169find_dir_2 (int x, int y)
2170{
2395 int q; 2171 int q;
2396 2172
2397 if(y) 2173 if (y)
2398 q=x*100/y; 2174 q = x * 100 / y;
2399 else if (x) 2175 else if (x)
2400 q= -300*x; 2176 q = -300 * x;
2401 else 2177 else
2402 return 0; 2178 return 0;
2403 2179
2404 if(y>0) { 2180 if (y > 0)
2181 {
2405 if(q < -242) 2182 if (q < -242)
2406 return 3 ; 2183 return 3;
2407 if (q < -41) 2184 if (q < -41)
2408 return 2 ; 2185 return 2;
2409 if (q < 41) 2186 if (q < 41)
2410 return 1 ; 2187 return 1;
2411 if (q < 242) 2188 if (q < 242)
2412 return 8 ; 2189 return 8;
2413 return 7 ; 2190 return 7;
2414 } 2191 }
2415 2192
2416 if (q < -242) 2193 if (q < -242)
2417 return 7 ; 2194 return 7;
2418 if (q < -41) 2195 if (q < -41)
2419 return 6 ; 2196 return 6;
2420 if (q < 41) 2197 if (q < 41)
2421 return 5 ; 2198 return 5;
2422 if (q < 242) 2199 if (q < 242)
2423 return 4 ; 2200 return 4;
2424 2201
2425 return 3 ; 2202 return 3;
2426} 2203}
2427 2204
2428/* 2205/*
2429 * absdir(int): Returns a number between 1 and 8, which represent 2206 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of 2207 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction). 2208 * "overflow" in previous calculations of a direction).
2432 */ 2209 */
2433 2210
2211int
2434int absdir(int d) { 2212absdir (int d)
2435 while(d<1) d+=8; 2213{
2436 while(d>8) d-=8; 2214 while (d < 1)
2215 d += 8;
2216
2217 while (d > 8)
2218 d -= 8;
2219
2437 return d; 2220 return d;
2438} 2221}
2439 2222
2440/* 2223/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2224 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2225 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2226 */
2444 2227
2228int
2445int dirdiff(int dir1, int dir2) { 2229dirdiff (int dir1, int dir2)
2230{
2446 int d; 2231 int d;
2232
2447 d = abs(dir1 - dir2); 2233 d = abs (dir1 - dir2);
2448 if(d>4) 2234 if (d > 4)
2449 d = 8 - d; 2235 d = 8 - d;
2236
2450 return d; 2237 return d;
2451} 2238}
2452 2239
2453/* peterm: 2240/* peterm:
2454 * 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.
2457 * 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
2458 * 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.
2459 * 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
2460 * functions. 2247 * functions.
2461 */ 2248 */
2462
2463int reduction_dir[SIZEOFFREE][3] = { 2249int reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2250 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2251 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2252 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2253 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2254 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2255 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2256 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2257 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2258 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2259 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2260 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2261 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2262 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2263 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2264 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2265 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2266 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2267 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2268 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2269 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2270 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2271 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2272 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2273 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2274 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2275 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2276 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2277 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2278 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2279 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2280 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2281 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2282 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2283 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2284 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2285 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2286 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2287 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2288 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2289 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2290 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2291 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2292 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2293 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2294 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2295 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2296 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2297 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2298 {24, 9, -1}
2299}; /* 48 */
2513 2300
2514/* Recursive routine to step back and see if we can 2301/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2302 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2303 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2304 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2305 * Modified to be map tile aware -.MSW
2519 */ 2306 */
2520 2307int
2521
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2308can_see_monsterP (maptile *m, int x, int y, int dir)
2309{
2523 sint16 dx, dy; 2310 sint16 dx, dy;
2524 int mflags; 2311 int mflags;
2525 2312
2313 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2314 return 0; /* exit condition: invalid direction */
2527 2315
2528 dx = x + freearr_x[dir]; 2316 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2317 dy = y + freearr_y[dir];
2530 2318
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2319 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2320
2533 /* This functional arguably was incorrect before - it was 2321 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2322 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2323 * we could move to the monster - this is being more
2536 * 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
2537 * 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
2538 * at least its move type. 2326 * at least its move type.
2539 */ 2327 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2328 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2329 return 0;
2541 2330
2542 /* yes, can see. */ 2331 /* yes, can see. */
2543 if(dir < 9) return 1; 2332 if (dir < 9)
2333 return 1;
2334
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2335 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2336 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2337 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2547} 2338}
2548 2339
2549
2550
2551/* 2340/*
2552 * 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
2553 * picked up by the picker. Returnes 1 if it can be 2342 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2343 * picked up, otherwise 0.
2555 * 2344 *
2557 * core dumps if they do. 2346 * core dumps if they do.
2558 * 2347 *
2559 * 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)
2560 */ 2349 */
2561 2350
2351int
2562int can_pick(const object *who, const object *item) { 2352can_pick (const object *who, const object *item)
2353{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2354 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2355 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2356 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2566 (who->type==PLAYER||item->weight<who->weight/3));
2567} 2357}
2568
2569 2358
2570/* 2359/*
2571 * create clone from object to another 2360 * create clone from object to another
2572 */ 2361 */
2362object *
2573object *object_create_clone (object *asrc) { 2363object_create_clone (object *asrc)
2364{
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2365 object *dst = 0, *tmp, *src, *part, *prev, *item;
2575 2366
2576 if(!asrc) return NULL; 2367 if (!asrc)
2368 return 0;
2369
2577 src = asrc; 2370 src = asrc;
2578 if(src->head) 2371 if (src->head)
2579 src = src->head; 2372 src = src->head;
2580 2373
2581 prev = NULL; 2374 prev = 0;
2582 for(part = src; part; part = part->more) { 2375 for (part = src; part; part = part->more)
2583 tmp = get_object(); 2376 {
2584 copy_object(part,tmp); 2377 tmp = part->clone ();
2585 tmp->x -= src->x; 2378 tmp->x -= src->x;
2586 tmp->y -= src->y; 2379 tmp->y -= src->y;
2380
2587 if(!part->head) { 2381 if (!part->head)
2382 {
2588 dst = tmp; 2383 dst = tmp;
2589 tmp->head = NULL;
2590 } else {
2591 tmp->head = dst; 2384 tmp->head = 0;
2592 } 2385 }
2386 else
2387 tmp->head = dst;
2388
2593 tmp->more = NULL; 2389 tmp->more = 0;
2390
2594 if(prev) 2391 if (prev)
2595 prev->more = tmp; 2392 prev->more = tmp;
2393
2596 prev = tmp; 2394 prev = tmp;
2597 } 2395 }
2598 /*** copy inventory ***/ 2396
2599 for(item = src->inv; item; item = item->below) { 2397 for (item = src->inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2398 insert_ob_in_ob (object_create_clone (item), dst);
2601 }
2602 2399
2603 return dst; 2400 return dst;
2604}
2605
2606/* return true if the object was destroyed, 0 otherwise */
2607int was_destroyed (const object *op, tag_t old_tag)
2608{
2609 /* checking for FLAG_FREED isn't necessary, but makes this function more
2610 * robust */
2611 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612} 2401}
2613 2402
2614/* GROS - Creates an object using a string representing its content. */ 2403/* GROS - Creates an object using a string representing its content. */
2615/* 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 */
2616/* 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, */
2617/* 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. */
2618/* 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. */
2619/* Also remember that multiparts objects are not supported for now. */ 2408/* Also remember that multiparts objects are not supported for now. */
2620 2409object *
2621object* load_object_str(const char *obstr) 2410load_object_str (const char *obstr)
2622{ 2411{
2623 object *op; 2412 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF]; 2413 char filename[MAX_BUF];
2414
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2415 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2416
2627 tempfile=fopen(filename,"w"); 2417 FILE *tempfile = fopen (filename, "w");
2418
2628 if (tempfile == NULL) 2419 if (tempfile == NULL)
2629 { 2420 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n"); 2421 LOG (llevError, "Error - Unable to access load object temp file\n");
2631 return NULL; 2422 return NULL;
2632 }; 2423 }
2424
2633 fprintf(tempfile,obstr); 2425 fprintf (tempfile, obstr);
2634 fclose(tempfile); 2426 fclose (tempfile);
2635 2427
2636 op=get_object(); 2428 op = object::create ();
2637 2429
2638 tempfile=fopen(filename,"r"); 2430 object_thawer thawer (filename);
2639 if (tempfile == NULL) 2431
2640 { 2432 if (thawer)
2641 LOG(llevError,"Error - Unable to read object temp file\n"); 2433 load_object (thawer, op, 0);
2642 return NULL; 2434
2643 };
2644 load_object(tempfile,op,LO_NEWFILE,0);
2645 LOG(llevDebug," load str completed, object=%s\n",op->name); 2435 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED); 2436 CLEAR_FLAG (op, FLAG_REMOVED);
2647 fclose(tempfile); 2437
2648 return op; 2438 return op;
2649} 2439}
2650 2440
2651/* This returns the first object in who's inventory that 2441/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2442 * has the same type and subtype match.
2653 * returns NULL if no match. 2443 * returns NULL if no match.
2654 */ 2444 */
2445object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2446find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2447{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2448 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2449 if (tmp->type == type && tmp->subtype == subtype)
2450 return tmp;
2661 2451
2662 return NULL; 2452 return 0;
2663} 2453}
2664 2454
2665/* 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,
2666 * otherwise return NULL. 2456 * otherwise return NULL.
2667 * 2457 *
2668 * 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
2669 * do the desired thing. 2459 * do the desired thing.
2670 */ 2460 */
2461key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2462get_ob_key_link (const object *ob, const char *key)
2672 key_value * link; 2463{
2673
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2464 for (key_value *link = ob->key_values; link; link = link->next)
2675 if (link->key == key) { 2465 if (link->key == key)
2676 return link; 2466 return link;
2677 } 2467
2678 } 2468 return 0;
2679 2469}
2680 return NULL;
2681}
2682 2470
2683/* 2471/*
2684 * 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.
2685 * 2473 *
2686 * The argument doesn't need to be a shared string. 2474 * The argument doesn't need to be a shared string.
2687 * 2475 *
2688 * The returned string is shared. 2476 * The returned string is shared.
2689 */ 2477 */
2478const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2479get_ob_key_value (const object *op, const char *const key)
2480{
2691 key_value * link; 2481 key_value *link;
2692 const char * canonical_key; 2482 shstr_cmp canonical_key (key);
2483
2484 if (!canonical_key)
2693 2485 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2486 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2487 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2488 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2489 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2490 */
2702 return NULL; 2491 return 0;
2703 } 2492 }
2704 2493
2705 /* This is copied from get_ob_key_link() above - 2494 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2495 * only 4 lines, and saves the function call overhead.
2707 */ 2496 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2497 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2498 if (link->key == canonical_key)
2710 return link->value; 2499 return link->value;
2711 } 2500
2712 } 2501 return 0;
2713 return NULL;
2714} 2502}
2715 2503
2716 2504
2717/* 2505/*
2718 * Updates the canonical_key in op to value. 2506 * Updates the canonical_key in op to value.
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2510 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2511 * keys.
2724 * 2512 *
2725 * Returns TRUE on success. 2513 * Returns TRUE on success.
2726 */ 2514 */
2515int
2727int 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{
2728 key_value * field = NULL, *last=NULL; 2518 key_value *field = NULL, *last = NULL;
2729 2519
2730 for (field=op->key_values; field != NULL; field=field->next) { 2520 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2521 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2522 if (field->key != canonical_key)
2737 if (value) 2523 {
2738 field->value = add_string(value); 2524 last = field;
2739 else { 2525 continue;
2526 }
2527
2528 if (value)
2529 field->value = value;
2530 else
2531 {
2740 /* Basically, if the archetype has this key set, 2532 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2533 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2534 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2535 * we get this value back again.
2744 */ 2536 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2537 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2538 field->value = 0;
2747 else { 2539 else
2748 /* Delete this link */ 2540 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2541 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2542 last->next = field->next;
2751 if (last) last->next = field->next; 2543 else
2752 else op->key_values = field->next; 2544 op->key_values = field->next;
2753 free(field); 2545
2754 } 2546 delete field;
2755 } 2547 }
2548 }
2756 return TRUE; 2549 return TRUE;
2757 } 2550 }
2758 /* IF we get here, key doesn't exist */ 2551 /* IF we get here, key doesn't exist */
2759 2552
2760 /* No field, we'll have to add it. */ 2553 /* No field, we'll have to add it. */
2761 2554
2762 if (!add_key) { 2555 if (!add_key)
2763 return FALSE; 2556 return FALSE;
2764 } 2557
2765 /* There isn't any good reason to store a null 2558 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2559 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2560 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2561 * be here. If user wants to store empty strings,
2769 * should pass in "" 2562 * should pass in ""
2770 */ 2563 */
2771 if (value == NULL) return TRUE; 2564 if (value == NULL)
2772
2773 field = (key_value *) malloc(sizeof(key_value));
2774
2775 field->key = add_refcount(canonical_key);
2776 field->value = add_string(value);
2777 /* Usual prepend-addition. */
2778 field->next = op->key_values;
2779 op->key_values = field;
2780
2781 return TRUE; 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;
2782} 2576}
2783 2577
2784/* 2578/*
2785 * Updates the key in op to value. 2579 * Updates the key in op to value.
2786 * 2580 *
2788 * and not add new ones. 2582 * and not add new ones.
2789 * 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
2790 * 2584 *
2791 * Returns TRUE on success. 2585 * Returns TRUE on success.
2792 */ 2586 */
2587int
2793int 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)
2794 const char * canonical_key = NULL; 2589{
2795 int floating_ref = FALSE; 2590 shstr key_ (key);
2796 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)
2797 2606 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2607 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2608
2800 */ 2609 while (item->inv)
2610 item = item->inv;
2801 2611 }
2802 canonical_key = find_string(key); 2612 else
2803 if (canonical_key == NULL) { 2613 item = item->env;
2804 canonical_key = add_string(key);
2805 floating_ref = TRUE;
2806 }
2807
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2809
2810 if (floating_ref) {
2811 free_string(canonical_key);
2812 }
2813
2814 return ret;
2815} 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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