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Comparing deliantra/server/common/object.C (file contents):
Revision 1.10 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.87 by root, Tue Dec 26 08:54:59 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.10 2006/08/31 17:54:14 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; 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
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 209 * used to store nrof).
135 */ 210 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
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))
137 return 0; 260 return 0;
138 261
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 264 return 0;
145 265
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 266 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 267 * if it is valid.
158 */ 268 */
159 } 269 }
160 270
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 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))
276 return 0;
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
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
214 return 0; 298 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 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 *
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 363dump_object (object *op)
332 if(op==NULL) { 364{
333 strcpy(errmsg,"[NULL pointer]"); 365 if (!op)
334 return; 366 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 367
340void dump_all_objects(void) { 368 object_freezer freezer;
341 object *op; 369 save_object (freezer, op, 1);
342 for(op=objects;op!=NULL;op=op->next) { 370 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 371}
347 372
348/* 373/*
349 * 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
350 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
352 */ 377 */
353 378
379object *
354object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
355 object *tmp,*closest; 382 object *tmp, *closest;
356 int last_dist,i; 383 int last_dist, i;
384
357 if(op->more==NULL) 385 if (op->more == NULL)
358 return op; 386 return op;
359 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)
360 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
362 return closest; 390 return closest;
363} 391}
364 392
365/* 393/*
366 * 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.
367 */ 395 */
368 396
397object *
369object *find_object(tag_t i) { 398find_object (tag_t i)
370 object *op; 399{
371 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
372 if(op->count==i) 401 if (op->count == i)
373 break; 402 return op;
403
374 return op; 404 return 0;
375} 405}
376 406
377/* 407/*
378 * 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.
379 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
381 */ 411 */
382 412
413object *
383object *find_object_name(const char *str) { 414find_object_name (const char *str)
384 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
385 object *op; 417 object *op;
418
386 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
387 if(op->name==name) 420 if (op->name == str_)
388 break; 421 break;
389 free_string(name); 422
390 return op; 423 return op;
391} 424}
392 425
426void
393void free_all_object_data(void) { 427free_all_object_data ()
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{ 428{
435 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442} 430}
443
444
445 431
446/* 432/*
447 * 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
448 * skill and experience objects. 434 * skill and experience objects.
449 */ 435 */
450void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
451{ 438{
452 if(owner==NULL||op==NULL) 439 if (!owner)
453 return; 440 return;
454 441
455 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
456 /* 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
457 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
458 * 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
459 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
460 * 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.
461 */ 448 */
462 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
463 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
464 451
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 452 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475}
476
477/* Set the owner to clone's current owner and set the skill and experience
478 * objects to clone's objects (typically those objects that where the owner's
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{
489 object *owner = get_owner (clone);
490 if (owner == NULL) {
491 /* players don't have owners - they own themselves. Update
492 * as appropriate.
493 */
494 if (clone->type == PLAYER) owner=clone;
495 else return;
496 }
497 set_owner(op, owner);
498
499}
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 453}
518 454
519/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 456 * refcounts and freeing the links.
521 */ 457 */
458static void
522static void free_key_values(object * op) { 459free_key_values (object *op)
523 key_value * i; 460{
524 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
525 462 {
526 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
527 467 }
528 for (i = op->key_values; i != NULL; i = next) { 468
529 /* Store next *first*. */
530 next = i->next;
531
532 if (i->key) FREE_AND_CLEAR_STR(i->key);
533 if (i->value) FREE_AND_CLEAR_STR(i->value);
534 i->next = NULL;
535 free(i);
536 }
537
538 op->key_values = NULL; 469 op->key_values = 0;
539} 470}
540 471
541
542/* 472/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object(object *op) {
548 op->clear ();
549
550 event *evt;
551 event *evt2;
552
553 /* redo this to be simpler/more efficient. Was also seeing
554 * crashes in the old code. Move this to the top - am
555 * seeing periodic crashes in this code, and would like to have
556 * as much info available as possible (eg, object name).
557 */
558 for (evt = op->events; evt; evt=evt2) {
559 evt2 = evt->next;
560
561 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
562 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
563 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
564
565 free(evt);
566 }
567 op->events = NULL;
568
569 free_key_values(op);
570
571 /* the memset will clear all these values for us, but we need
572 * to reduce the refcount on them.
573 */
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
583
584
585 memset((void*)op, 0, sizeof (object_special));
586 /* Below here, we clear things that are not done by the memset,
587 * or set default values that are not zero.
588 */
589 /* This is more or less true */
590 SET_FLAG(op, FLAG_REMOVED);
591
592
593 op->contr = NULL;
594 op->below=NULL;
595 op->above=NULL;
596 op->inv=NULL;
597 op->events=NULL;
598 op->container=NULL;
599 op->env=NULL;
600 op->more=NULL;
601 op->head=NULL;
602 op->map=NULL;
603 op->refcount=0;
604 op->active_next = NULL;
605 op->active_prev = NULL;
606 /* What is not cleared is next, prev, and count */
607
608 op->expmul=1.0;
609 op->face = blank_face;
610 op->attacked_by_count = (tag_t) -1;
611 if (settings.casting_time)
612 op->casting_time = -1;
613
614}
615
616/*
617 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
618 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
619 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
620 * 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,
621 * 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
622 * will point at garbage. 478 * will point at garbage.
623 */ 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);
624 485
625void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
627 event *evt, *evt2, *evt_new;
628 487
629 op->clear (); 488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
630 490
631 /* Decrement the refcounts, but don't bother zeroing the fields; 491 if (is_removed)
632 they'll be overwritten by memcpy. */ 492 SET_FLAG (dst, FLAG_REMOVED);
633 if(op->name!=NULL) free_string(op->name);
634 if(op->name_pl!=NULL) free_string(op->name_pl);
635 if(op->title!=NULL) free_string(op->title);
636 if(op->race!=NULL) free_string(op->race);
637 if(op->slaying!=NULL) free_string(op->slaying);
638 if(op->skill!=NULL) free_string(op->skill);
639 if(op->msg!=NULL) free_string(op->msg);
640 if(op->lore!=NULL) free_string(op->lore);
641 if(op->materialname != NULL) free_string(op->materialname);
642 if(op->custom_name != NULL) free_string(op->custom_name);
643 493
644 /* Basically, same code as from clear_object() */ 494 if (speed < 0)
645 for (evt = op->events; evt; evt=evt2) {
646 evt2 = evt->next;
647
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
649 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
650 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
651
652 free(evt);
653 }
654 op->events = NULL;
655
656 free_key_values(op);
657
658 *(object_special *)op = *(object_special *)op2;
659 op2->clone (op);
660
661 if(is_freed) SET_FLAG(op,FLAG_FREED);
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
663 if(op->name!=NULL) add_refcount(op->name);
664 if(op->name_pl!=NULL) add_refcount(op->name_pl);
665 if(op->title!=NULL) add_refcount(op->title);
666 if(op->race!=NULL) add_refcount(op->race);
667 if(op->slaying!=NULL) add_refcount(op->slaying);
668 if(op->skill!=NULL) add_refcount(op->skill);
669 if(op->lore!=NULL) add_refcount(op->lore);
670 if(op->msg!=NULL) add_refcount(op->msg);
671 if(op->custom_name!=NULL) add_refcount(op->custom_name);
672 if (op->materialname != NULL) add_refcount(op->materialname);
673
674 if((op2->speed<0) && !editor)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
676 496
677 /* Copy over event information */
678 evt2 = NULL;
679 for (evt = op2->events; evt; evt=evt->next) {
680 evt_new = (event *) malloc(sizeof(event));
681 memcpy(evt_new, evt, sizeof(event));
682 if (evt_new->hook) add_refcount(evt_new->hook);
683 if (evt_new->plugin) add_refcount(evt_new->plugin);
684 if (evt_new->options) add_refcount(evt_new->options);
685 evt_new->next = NULL;
686
687 /* Try to be a little clever here, and store away the
688 * last event we copied, so that its simpler to update the
689 * pointer.
690 */
691 if (evt2)
692 evt2->next = evt_new;
693 else
694 op->events = evt_new;
695
696 evt2 = evt_new;
697 }
698 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 498 if (key_values)
499 {
700 key_value * tail = NULL; 500 key_value *tail = 0;
701 key_value * i; 501 key_value *i;
702 502
703 op->key_values = NULL; 503 dst->key_values = 0;
704 504
705 for (i = op2->key_values; i != NULL; i = i->next) { 505 for (i = key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 506 {
507 key_value *new_link = new key_value;
707 508
708 new_link->next = NULL; 509 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 510 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 511 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 512
715 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 514 if (!dst->key_values)
515 {
717 op->key_values = new_link; 516 dst->key_values = new_link;
718 tail = new_link; 517 tail = new_link;
518 }
719 } else { 519 else
520 {
720 tail->next = new_link; 521 tail->next = new_link;
721 tail = new_link; 522 tail = new_link;
722 } 523 }
723 } 524 }
724 } 525 }
725 526
726 update_ob_speed(op); 527 dst->set_speed (dst->speed);
727} 528}
728 529
729/*
730 * expand_objects() allocates more objects for the list of unused objects.
731 * It is called from get_object() if the unused list is empty.
732 */
733
734void expand_objects(void) {
735 int i;
736 object *obj;
737 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
738
739 if(obj==NULL)
740 fatal(OUT_OF_MEMORY);
741 free_objects=obj;
742 obj[0].prev=NULL;
743 obj[0].next= &obj[1],
744 SET_FLAG(&(obj[0]), FLAG_REMOVED);
745 SET_FLAG(&(obj[0]), FLAG_FREED);
746
747 for(i=1;i<OBJ_EXPAND-1;i++) {
748 obj[i].next= &obj[i+1],
749 obj[i].prev= &obj[i-1],
750 SET_FLAG(&(obj[i]), FLAG_REMOVED);
751 SET_FLAG(&(obj[i]), FLAG_FREED);
752 }
753 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
754 obj[OBJ_EXPAND-1].next=NULL,
755 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
756 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
757
758 nrofallocobjects += OBJ_EXPAND;
759 nroffreeobjects += OBJ_EXPAND;
760}
761
762/*
763 * get_object() grabs an object from the list of unused objects, makes
764 * sure it is initialised, and returns it.
765 * If there are no free objects, expand_objects() is called to get more.
766 */
767
768object *get_object(void) {
769 object *op; 530object *
770 531object::clone ()
771 if(free_objects==NULL) { 532{
772 expand_objects(); 533 object *neu = create ();
773 } 534 copy_to (neu);
774 op=free_objects;
775#ifdef MEMORY_DEBUG
776 /* The idea is hopefully by doing a realloc, the memory
777 * debugging program will now use the current stack trace to
778 * report leaks.
779 */
780 op = realloc(op, sizeof(object));
781 SET_FLAG(op, FLAG_REMOVED);
782 SET_FLAG(op, FLAG_FREED);
783#endif
784
785 if(!QUERY_FLAG(op,FLAG_FREED)) {
786 LOG(llevError,"Fatal: Getting busy object.\n");
787 }
788 free_objects=op->next;
789 if(free_objects!=NULL)
790 free_objects->prev=NULL;
791 op->count= ++ob_count;
792 op->name=NULL;
793 op->name_pl=NULL;
794 op->title=NULL;
795 op->race=NULL;
796 op->slaying=NULL;
797 op->skill = NULL;
798 op->lore=NULL;
799 op->msg=NULL;
800 op->materialname=NULL;
801 op->next=objects;
802 op->prev=NULL;
803 op->active_next = NULL;
804 op->active_prev = NULL;
805 if(objects!=NULL)
806 objects->prev=op;
807 objects=op;
808 clear_object(op);
809 SET_FLAG(op,FLAG_REMOVED);
810 nroffreeobjects--;
811 return op; 535 return neu;
812} 536}
813 537
814/* 538/*
815 * 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
816 * 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
817 * 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.
818 */ 542 */
819 543
544void
820void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
822 return; 548 return;
823 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
825} 551}
826 552
827/* 553/*
828 * 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
829 * 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.
830 * 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.
831 */ 557 */
832 558void
833void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
834 extern int arch_init; 561 extern int arch_init;
835 562
836 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
837 * since they never really need to be updated. 564 * since they never really need to be updated.
838 */ 565 */
839 566 if (flag [FLAG_FREED] && speed)
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
842#ifdef MANY_CORES
843 abort();
844#else
845 op->speed = 0; 569 speed = 0;
846#endif
847 } 570 }
571
572 this->speed = speed;
573
848 if (arch_init) { 574 if (arch_init)
575 return;
576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
849 return; 581 return;
850 }
851 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
852 /* If already on active list, don't do anything */
853 if (op->active_next || op->active_prev || op==active_objects)
854 return;
855 582
856 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
857 * of the list. */ 584 * of the list. */
858 op->active_next = active_objects; 585 active_next = active_objects;
586
859 if (op->active_next!=NULL) 587 if (active_next)
860 op->active_next->active_prev = op; 588 active_next->active_prev = this;
589
861 active_objects = op; 590 active_objects = this;
591 }
592 else
862 } 593 {
863 else {
864 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
865 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
866 return; 596 return;
867 597
868 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
869 active_objects = op->active_next; 600 active_objects = active_next;
601
870 if (op->active_next!=NULL) 602 if (active_next)
871 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
872 } 604 }
873 else { 605 else
606 {
874 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
608
875 if (op->active_next) 609 if (active_next)
876 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
877 } 611 }
612
878 op->active_next = NULL; 613 active_next = 0;
879 op->active_prev = NULL; 614 active_prev = 0;
880 } 615 }
881} 616}
882 617
883/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
884 * objects. 619 * objects.
886 * reference maps where you don't want an object that isn't 621 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object. 624 * will do the right thing based on the speed of the object.
890 */ 625 */
626void
891void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
892{ 628{
893 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
895 return; 631 return;
896 632
897 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
898 active_objects = op->active_next; 635 active_objects = op->active_next;
899 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
900 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
901 } 640 {
902 else {
903 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
904 if (op->active_next) 642 if (op->active_next)
905 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
906 } 644 }
907 op->active_next = NULL; 645 op->active_next = NULL;
908 op->active_prev = NULL; 646 op->active_prev = NULL;
909} 647}
910 648
911/* 649/*
912 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
913 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
914 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
915 * invisible object, etc...) 653 * invisible object, etc...)
916 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
917 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
918 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
919 * 657 *
920 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
921 * For example, if the only thing that has changed is the face (due to
922 * an animation), we don't need to call update_position until that actually
923 * comes into view of a player. OTOH, many other things, like addition/removal
924 * of walls or living creatures may need us to update the flags now.
925 * current action are: 659 * current action are:
926 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
927 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
929 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
931 */ 665 */
932 666void
933void update_object(object *op, int action) { 667update_object (object *op, int action)
934 int update_now=0, flags; 668{
935 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
936 670
937 if (op == NULL) { 671 if (op == NULL)
672 {
938 /* this should never happen */ 673 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
940 return; 675 return;
941 }
942 676 }
943 if(op->env!=NULL) { 677
678 if (op->env)
679 {
944 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
945 * to do in this case. 681 * to do in this case.
946 */ 682 */
947 return; 683 return;
948 } 684 }
949 685
950 /* If the map is saving, don't do anything as everything is 686 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways. 687 * going to get freed anyways.
952 */ 688 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
954 690 return;
691
955 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
957 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 696#ifdef MANY_CORES
960 abort(); 697 abort ();
961#endif 698#endif
962 return; 699 return;
963 }
964 700 }
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
967 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
968 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
969 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
970 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
971 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
972 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
974 update_now=1;
975
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
977 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
978 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
980 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
981
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1;
984
985 if ((move_on | op->move_on) != move_on) update_now=1;
986 if ((move_off | op->move_off) != move_off) update_now=1; 716 || (m.move_off | op->move_off ) != m.move_off
717 || (m.move_slow | op->move_slow) != m.move_slow
987 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 719 * to have move_allow right now.
989 */ 720 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
991 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
993 } 724 }
994 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 727 * that is being removed.
997 */ 728 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
1000 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
1002 }
1003 else { 733 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 735
1007 if (update_now) {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1009 update_position(op->map, op->x, op->y);
1010 }
1011
1012 if(op->more!=NULL) 736 if (op->more)
1013 update_object(op->more, action); 737 update_object (op->more, action);
1014} 738}
1015 739
740object::vector object::objects; // not yet used
741object *object::first;
1016 742
1017/* 743object::object ()
1018 * free_object() frees everything allocated by an object, removes 744{
1019 * it from the list of used objects, and puts it on the list of 745 SET_FLAG (this, FLAG_REMOVED);
1020 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for
1022 * this function to succeed.
1023 *
1024 * If free_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground.
1026 */
1027 746
1028void free_object(object *ob) { 747 expmul = 1.0;
1029 free_object2(ob, 0); 748 face = blank_face;
1030} 749}
1031void free_object2(object *ob, int free_inventory) {
1032 object *tmp,*op;
1033 750
1034 ob->clear (); 751object::~object ()
752{
753 free_key_values (this);
754}
1035 755
1036 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 756void object::link ()
1037 LOG(llevDebug,"Free object called with non removed object\n"); 757{
1038 dump_object(ob); 758 count = ++ob_count;
1039#ifdef MANY_CORES 759 uuid = gen_uuid ();
1040 abort(); 760
1041#endif 761 prev = 0;
1042 } 762 next = object::first;
1043 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 763
1044 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768}
769
770void object::unlink ()
771{
772 if (this == object::first)
773 object::first = next;
774
775 /* Remove this object from the list of used objects */
776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
779 prev = 0;
780 next = 0;
781}
782
783object *object::create ()
784{
785 object *op = new object;
786 op->link ();
787 return op;
788}
789
790void
791object::do_destroy ()
792{
793 attachable::do_destroy ();
794
795 if (flag [FLAG_IS_LINKED])
796 remove_button_link (this);
797
798 if (flag [FLAG_FRIENDLY])
1045 remove_friendly_object(ob); 799 remove_friendly_object (this);
1046 } 800
1047 if(QUERY_FLAG(ob,FLAG_FREED)) { 801 if (!flag [FLAG_REMOVED])
1048 dump_object(ob); 802 remove ();
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 803
804 if (flag [FLAG_FREED])
1050 return; 805 return;
806
807 flag [FLAG_FREED] = 1;
808
809 // hack to ensure that freed objects still have a valid map
810 {
811 static maptile *freed_map; // freed objects are moved here to avoid crashes
812
813 if (!freed_map)
814 {
815 freed_map = new maptile;
816
817 freed_map->name = "/internal/freed_objects_map";
818 freed_map->width = 3;
819 freed_map->height = 3;
820
821 freed_map->allocate ();
1051 } 822 }
1052 if(ob->more!=NULL) { 823
1053 free_object2(ob->more, free_inventory); 824 map = freed_map;
1054 ob->more=NULL; 825 x = 1;
826 y = 1;
1055 } 827 }
1056 if (ob->inv) { 828
829 more = 0;
830 head = 0;
831 inv = 0;
832
833 // clear those pointers that likely might have circular references to us
834 owner = 0;
835 enemy = 0;
836 attacked_by = 0;
837
838 // only relevant for players(?), but make sure of it anyways
839 contr = 0;
840
841 /* Remove object from the active list */
842 set_speed (0);
843
844 unlink ();
845}
846
847/*
848 * Remove and free all objects in the inventory of the given object.
849 * object.c ?
850 */
851void
852object::destroy_inv (bool drop_to_ground)
853{
854 if (!inv)
855 return;
856
1057 /* Only if the space blocks everything do we not process - 857 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 858 * if some form of movement is allowed, let objects
1059 * drop on that space. 859 * drop on that space.
1060 */ 860 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 861 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1062 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 862 {
863 while (inv)
1063 { 864 {
1064 op=ob->inv; 865 inv->destroy_inv (drop_to_ground);
1065 while(op!=NULL) { 866 inv->destroy ();
1066 tmp=op->below; 867 }
868 }
869 else
870 { /* Put objects in inventory onto this space */
871 while (inv)
872 {
873 object *op = inv;
874
875 if (op->flag [FLAG_STARTEQUIP]
876 || op->flag [FLAG_NO_DROP]
877 || op->type == RUNE
878 || op->type == TRAP
879 || op->flag [FLAG_IS_A_TEMPLATE])
880 op->destroy ();
881 else
882 {
1067 remove_ob(op); 883 op->remove ();
1068 free_object2(op, free_inventory);
1069 op=tmp; 884 op->x = x;
885 op->y = y;
886 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1070 } 887 }
1071 } 888 }
1072 else { /* Put objects in inventory onto this space */
1073 op=ob->inv;
1074 while(op!=NULL) {
1075 tmp=op->below;
1076 remove_ob(op);
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1079 free_object(op);
1080 else {
1081 op->x=ob->x;
1082 op->y=ob->y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1084 }
1085 op=tmp;
1086 }
1087 }
1088 }
1089 /* Remove object from the active list */
1090 ob->speed = 0;
1091 update_ob_speed(ob);
1092
1093 SET_FLAG(ob, FLAG_FREED);
1094 ob->count = 0;
1095
1096 /* Remove this object from the list of used objects */
1097 if(ob->prev==NULL) {
1098 objects=ob->next;
1099 if(objects!=NULL)
1100 objects->prev=NULL;
1101 }
1102 else {
1103 ob->prev->next=ob->next;
1104 if(ob->next!=NULL)
1105 ob->next->prev=ob->prev;
1106 }
1107
1108 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1109 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1110 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1111 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1112 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1113 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1114 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1115 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1116 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1117
1118 889 }
1119 /* Why aren't events freed? */
1120 free_key_values(ob);
1121
1122#if 0 /* MEMORY_DEBUG*/
1123 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1124 * presumes the freed_object will stick around for at least a little
1125 * bit
1126 */
1127 /* this is necessary so that memory debugging programs will
1128 * be able to accurately report source of malloc. If we recycle
1129 * objects, then some other area may be doing the get_object
1130 * and not freeing it, but the original one that malloc'd the
1131 * object will get the blame.
1132 */
1133 free(ob);
1134#else
1135
1136 /* Now link it with the free_objects list: */
1137 ob->prev=NULL;
1138 ob->next=free_objects;
1139 if(free_objects!=NULL)
1140 free_objects->prev=ob;
1141 free_objects=ob;
1142 nroffreeobjects++;
1143#endif
1144} 890}
1145 891
1146/* 892void
1147 * count_free() returns the number of objects on the list of free objects. 893object::destroy (bool destroy_inventory)
1148 */ 894{
1149 895 if (destroyed ())
1150int count_free(void) {
1151 int i=0;
1152 object *tmp=free_objects;
1153 while(tmp!=NULL)
1154 tmp=tmp->next, i++;
1155 return i; 896 return;
1156}
1157 897
1158/* 898 if (more)
1159 * count_used() returns the number of objects on the list of used objects. 899 {
1160 */ 900 //TODO: non-head objects must not have inventory
901 more->destroy (destroy_inventory);
902 more = 0;
903 }
1161 904
1162int count_used(void) { 905 if (destroy_inventory)
1163 int i=0; 906 destroy_inv (true);
1164 object *tmp=objects;
1165 while(tmp!=NULL)
1166 tmp=tmp->next, i++;
1167 return i;
1168}
1169 907
1170/* 908 attachable::destroy ();
1171 * count_active() returns the number of objects on the list of active objects.
1172 */
1173
1174int count_active(void) {
1175 int i=0;
1176 object *tmp=active_objects;
1177 while(tmp!=NULL)
1178 tmp=tmp->active_next, i++;
1179 return i;
1180} 909}
1181 910
1182/* 911/*
1183 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1185 */ 914 */
1186 915void
1187void sub_weight (object *op, signed long weight) { 916sub_weight (object *op, signed long weight)
917{
1188 while (op != NULL) { 918 while (op != NULL)
919 {
1189 if (op->type == CONTAINER) { 920 if (op->type == CONTAINER)
1190 weight=(signed long)(weight*(100-op->stats.Str)/100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1191 } 922
1192 op->carrying-=weight; 923 op->carrying -= weight;
1193 op = op->env; 924 op = op->env;
1194 } 925 }
1195} 926}
1196 927
1197/* remove_ob(op): 928/* op->remove ():
1198 * This function removes the object op from the linked list of objects 929 * This function removes the object op from the linked list of objects
1199 * which it is currently tied to. When this function is done, the 930 * which it is currently tied to. When this function is done, the
1200 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 933 * the previous environment.
1203 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1204 */ 935 */
1205 936void
1206void remove_ob(object *op) { 937object::remove ()
938{
1207 object *tmp,*last=NULL; 939 object *tmp, *last = 0;
1208 object *otmp; 940 object *otmp;
1209 tag_t tag;
1210 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214 941
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1216 dump_object(op); 943 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 944
1219 /* Changed it to always dump core in this case. As has been learned
1220 * in the past, trying to recover from errors almost always
1221 * make things worse, and this is a real error here - something
1222 * that should not happen.
1223 * Yes, if this was a mission critical app, trying to do something
1224 * to recover may make sense, but that is because failure of the app
1225 * may have other disastrous problems. Cf runs out of a script
1226 * so is easily enough restarted without any real problems.
1227 * MSW 2001-07-01
1228 */
1229 abort();
1230 }
1231 if(op->more!=NULL)
1232 remove_ob(op->more);
1233
1234 SET_FLAG(op, FLAG_REMOVED); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1235 947
948 if (more)
949 more->remove ();
950
1236 /* 951 /*
1237 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1238 * inventory. 953 * inventory.
1239 */ 954 */
1240 if(op->env!=NULL) { 955 if (env)
956 {
1241 if(op->nrof) 957 if (nrof)
1242 sub_weight(op->env, op->weight*op->nrof); 958 sub_weight (env, weight * nrof);
1243 else 959 else
1244 sub_weight(op->env, op->weight+op->carrying); 960 sub_weight (env, weight + carrying);
1245 961
1246 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 964 * to save cpu time.
1249 */ 965 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 967 otmp->update_stats ();
1252 fix_player(otmp);
1253 968
1254 if(op->above!=NULL) 969 if (above != NULL)
1255 op->above->below=op->below; 970 above->below = below;
1256 else 971 else
1257 op->env->inv=op->below; 972 env->inv = below;
1258 973
1259 if(op->below!=NULL) 974 if (below != NULL)
1260 op->below->above=op->above; 975 below->above = above;
1261 976
1262 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
980 */
981 x = env->x, y = env->y;
982 map = env->map;
983 above = 0, below = 0;
984 env = 0;
985 }
986 else if (map)
987 {
988 /* Re did the following section of code - it looks like it had
989 * lots of logic for things we no longer care about
990 */
991
992 /* link the object above us */
993 if (above)
994 above->below = below;
995 else
996 map->at (x, y).top = below; /* we were top, set new top */
997
998 /* Relink the object below us, if there is one */
999 if (below)
1000 below->above = above;
1001 else
1002 {
1003 /* Nothing below, which means we need to relink map object for this space
1004 * use translated coordinates in case some oddness with map tiling is
1005 * evident
1265 */ 1006 */
1266 op->x=op->env->x,op->y=op->env->y; 1007 if (GET_MAP_OB (map, x, y) != this)
1267 op->ox=op->x,op->oy=op->y; 1008 {
1268 op->map=op->env->map; 1009 char *dump = dump_object (this);
1269 op->above=NULL,op->below=NULL; 1010 LOG (llevError,
1270 op->env=NULL; 1011 "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);
1012 free (dump);
1013 dump = dump_object (GET_MAP_OB (map, x, y));
1014 LOG (llevError, "%s\n", dump);
1015 free (dump);
1016 }
1017
1018 map->at (x, y).bot = above; /* goes on above it. */
1019 }
1020
1021 above = 0;
1022 below = 0;
1023
1024 if (map->in_memory == MAP_SAVING)
1271 return; 1025 return;
1272 }
1273 1026
1274 /* If we get here, we are removing it from a map */ 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1275 if (op->map == NULL) return;
1276 1028
1277 x = op->x; 1029 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1278 y = op->y; 1030 {
1279 m = get_map_from_coord(op->map, &x, &y); 1031 /* No point updating the players look faces if he is the object
1280 1032 * being removed.
1281 if (!m) {
1282 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1283 op->map->path, op->x, op->y);
1284 /* in old days, we used to set x and y to 0 and continue.
1285 * it seems if we get into this case, something is probablye
1286 * screwed up and should be fixed.
1287 */ 1033 */
1288 abort();
1289 }
1290 if (op->map != m) {
1291 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1292 op->map->path, m->path, op->x, op->y, x, y);
1293 }
1294 1034
1295 /* Re did the following section of code - it looks like it had 1035 if (tmp->type == PLAYER && tmp != this)
1296 * lots of logic for things we no longer care about 1036 {
1297 */ 1037 /* If a container that the player is currently using somehow gets
1298 1038 * removed (most likely destroyed), update the player view
1299 /* link the object above us */ 1039 * appropriately.
1300 if (op->above)
1301 op->above->below=op->below;
1302 else
1303 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1304
1305 /* Relink the object below us, if there is one */
1306 if(op->below) {
1307 op->below->above=op->above;
1308 } else {
1309 /* Nothing below, which means we need to relink map object for this space
1310 * use translated coordinates in case some oddness with map tiling is
1311 * evident
1312 */ 1040 */
1313 if(GET_MAP_OB(m,x,y)!=op) { 1041 if (tmp->container == this)
1314 dump_object(op); 1042 {
1315 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); 1043 flag [FLAG_APPLIED] = 0;
1316 dump_object(GET_MAP_OB(m,x,y)); 1044 tmp->container = 0;
1317 LOG(llevError,"%s\n",errmsg); 1045 }
1046
1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1049 }
1050
1051 /* See if player moving off should effect something */
1052 if (check_walk_off
1053 && ((move_type & tmp->move_off)
1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 {
1056 move_apply (tmp, this, 0);
1057
1058 if (destroyed ())
1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1060 }
1061
1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1063
1064 if (tmp->above == tmp)
1065 tmp->above = 0;
1066
1067 last = tmp;
1318 } 1068 }
1319 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1320 }
1321 op->above=NULL;
1322 op->below=NULL;
1323 1069
1324 if (op->map->in_memory == MAP_SAVING)
1325 return;
1326
1327 tag = op->count;
1328 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1330 /* No point updating the players look faces if he is the object
1331 * being removed.
1332 */
1333
1334 if(tmp->type==PLAYER && tmp!=op) {
1335 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view
1337 * appropriately.
1338 */
1339 if (tmp->container==op) {
1340 CLEAR_FLAG(op, FLAG_APPLIED);
1341 tmp->container=NULL;
1342 }
1343 tmp->contr->socket.update_look=1;
1344 }
1345 /* See if player moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1348
1349 move_apply(tmp, op, NULL);
1350 if (was_destroyed (op, tag)) {
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 }
1354 }
1355
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357
1358 if(tmp->above == tmp)
1359 tmp->above = NULL;
1360 last=tmp;
1361 }
1362 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1363 if (last==NULL) { 1071 if (!last)
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1072 map->at (x, y).flags_ = P_NEED_UPDATE;
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1366 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways.
1368 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y);
1371 }
1372 else 1073 else
1373 update_object(last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1374 1075
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1376 update_all_los(op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1377 1078 }
1378} 1079}
1379 1080
1380/* 1081/*
1381 * merge_ob(op,top): 1082 * merge_ob(op,top):
1382 * 1083 *
1383 * This function goes through all objects below and including top, and 1084 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1085 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1086 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1087 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1088 */
1388 1089object *
1389object *merge_ob(object *op, object *top) { 1090merge_ob (object *op, object *top)
1091{
1390 if(!op->nrof) 1092 if (!op->nrof)
1391 return 0; 1093 return 0;
1392 if(top==NULL) 1094
1095 if (top)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1098
1394 for(;top!=NULL;top=top->below) { 1099 for (; top; top = top->below)
1100 {
1395 if(top==op) 1101 if (top == op)
1396 continue; 1102 continue;
1397 if (CAN_MERGE(op,top)) 1103
1398 { 1104 if (object::can_merge (op, top))
1105 {
1399 top->nrof+=op->nrof; 1106 top->nrof += op->nrof;
1107
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1401 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1402 remove_ob(op); 1110 op->destroy ();
1403 free_object(op);
1404 return top; 1111 return top;
1405 } 1112 }
1406 } 1113 }
1114
1407 return NULL; 1115 return 0;
1408} 1116}
1409 1117
1410/* 1118/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1412 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1413 */ 1121 */
1122object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1124{
1415 object* tmp; 1125 object *tmp;
1126
1416 if (op->head) 1127 if (op->head)
1417 op=op->head; 1128 op = op->head;
1129
1418 for (tmp=op;tmp;tmp=tmp->more){ 1130 for (tmp = op; tmp; tmp = tmp->more)
1131 {
1419 tmp->x=x+tmp->arch->clone.x; 1132 tmp->x = x + tmp->arch->clone.x;
1420 tmp->y=y+tmp->arch->clone.y; 1133 tmp->y = y + tmp->arch->clone.y;
1421 } 1134 }
1135
1422 return insert_ob_in_map (op, m, originator, flag); 1136 return insert_ob_in_map (op, m, originator, flag);
1423} 1137}
1424 1138
1425/* 1139/*
1426 * insert_ob_in_map (op, map, originator, flag): 1140 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1141 * This function inserts the object in the two-way linked list
1440 * Return value: 1154 * Return value:
1441 * new object if 'op' was merged with other object 1155 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1156 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1157 * just 'op' otherwise
1444 */ 1158 */
1445 1159object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1160insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1161{
1448 object *tmp, *top, *floor=NULL; 1162 object *tmp, *top, *floor = NULL;
1449 sint16 x,y; 1163 sint16 x, y;
1450 1164
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1165 if (QUERY_FLAG (op, FLAG_FREED))
1166 {
1452 LOG (llevError, "Trying to insert freed object!\n"); 1167 LOG (llevError, "Trying to insert freed object!\n");
1453 return NULL; 1168 return NULL;
1169 }
1170
1171 if (m == NULL)
1454 } 1172 {
1455 if(m==NULL) {
1456 dump_object(op); 1173 char *dump = dump_object (op);
1457 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1174 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1175 free (dump);
1458 return op; 1176 return op;
1459 } 1177 }
1178
1460 if(out_of_map(m,op->x,op->y)) { 1179 if (out_of_map (m, op->x, op->y))
1180 {
1461 dump_object(op); 1181 char *dump = dump_object (op);
1462 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1182 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1463#ifdef MANY_CORES 1183#ifdef MANY_CORES
1464 /* Better to catch this here, as otherwise the next use of this object 1184 /* Better to catch this here, as otherwise the next use of this object
1465 * is likely to cause a crash. Better to find out where it is getting 1185 * is likely to cause a crash. Better to find out where it is getting
1466 * improperly inserted. 1186 * improperly inserted.
1467 */ 1187 */
1468 abort(); 1188 abort ();
1469#endif 1189#endif
1190 free (dump);
1470 return op; 1191 return op;
1471 } 1192 }
1193
1472 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1194 if (!QUERY_FLAG (op, FLAG_REMOVED))
1195 {
1473 dump_object(op); 1196 char *dump = dump_object (op);
1474 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1197 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1198 free (dump);
1475 return op; 1199 return op;
1200 }
1201
1202 if (op->more)
1476 } 1203 {
1477 if(op->more!=NULL) {
1478 /* The part may be on a different map. */ 1204 /* The part may be on a different map. */
1479 1205
1480 object *more = op->more; 1206 object *more = op->more;
1481 1207
1482 /* We really need the caller to normalize coordinates - if 1208 /* We really need the caller to normalize coordinates - if
1483 * we set the map, that doesn't work if the location is within 1209 * we set the map, that doesn't work if the location is within
1484 * a map and this is straddling an edge. So only if coordinate 1210 * a map and this is straddling an edge. So only if coordinate
1485 * is clear wrong do we normalize it. 1211 * is clear wrong do we normalize it.
1486 */ 1212 */
1487 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1213 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1488 /* Debugging information so you can see the last coordinates this object had */
1489 more->ox = more->x;
1490 more->oy = more->y;
1491 more->map = get_map_from_coord(m, &more->x, &more->y); 1214 more->map = get_map_from_coord (m, &more->x, &more->y);
1492 } else if (!more->map) { 1215 else if (!more->map)
1216 {
1493 /* For backwards compatibility - when not dealing with tiled maps, 1217 /* For backwards compatibility - when not dealing with tiled maps,
1494 * more->map should always point to the parent. 1218 * more->map should always point to the parent.
1495 */ 1219 */
1496 more->map = m; 1220 more->map = m;
1497 } 1221 }
1498 1222
1499 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1223 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1224 {
1500 if ( ! op->head) 1225 if (!op->head)
1501 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1227
1502 return NULL; 1228 return 0;
1503 } 1229 }
1504 } 1230 }
1231
1505 CLEAR_FLAG(op,FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1506 1233
1507 /* Debugging information so you can see the last coordinates this object had */
1508 op->ox=op->x;
1509 op->oy=op->y;
1510
1511 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1512 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1513 * need extra work 1236 * need extra work
1514 */ 1237 */
1515 op->map=get_map_from_coord(m, &op->x, &op->y); 1238 op->map = get_map_from_coord (m, &op->x, &op->y);
1516 x = op->x; 1239 x = op->x;
1517 y = op->y; 1240 y = op->y;
1518 1241
1519 /* this has to be done after we translate the coordinates. 1242 /* this has to be done after we translate the coordinates.
1520 */ 1243 */
1521 if(op->nrof && !(flag & INS_NO_MERGE)) { 1244 if (op->nrof && !(flag & INS_NO_MERGE))
1522 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1245 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1523 if (CAN_MERGE(op,tmp)) { 1246 if (object::can_merge (op, tmp))
1247 {
1524 op->nrof+=tmp->nrof; 1248 op->nrof += tmp->nrof;
1525 remove_ob(tmp); 1249 tmp->destroy ();
1526 free_object(tmp); 1250 }
1251
1252 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1253 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1254
1255 if (!QUERY_FLAG (op, FLAG_ALIVE))
1256 CLEAR_FLAG (op, FLAG_NO_STEAL);
1257
1258 if (flag & INS_BELOW_ORIGINATOR)
1259 {
1260 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1261 {
1262 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1263 abort ();
1264 }
1265
1266 op->above = originator;
1267 op->below = originator->below;
1268
1269 if (op->below)
1270 op->below->above = op;
1271 else
1272 op->ms ().bot = op;
1273
1274 /* since *below* originator, no need to update top */
1275 originator->below = op;
1276 }
1277 else
1278 {
1279 /* If there are other objects, then */
1280 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1281 {
1282 object *last = NULL;
1283
1284 /*
1285 * If there are multiple objects on this space, we do some trickier handling.
1286 * We've already dealt with merging if appropriate.
1287 * Generally, we want to put the new object on top. But if
1288 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1289 * floor, we want to insert above that and no further.
1290 * Also, if there are spell objects on this space, we stop processing
1291 * once we get to them. This reduces the need to traverse over all of
1292 * them when adding another one - this saves quite a bit of cpu time
1293 * when lots of spells are cast in one area. Currently, it is presumed
1294 * that flying non pickable objects are spell objects.
1295 */
1296
1297 while (top != NULL)
1298 {
1299 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1300 floor = top;
1301
1302 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1303 {
1304 /* We insert above top, so we want this object below this */
1305 top = top->below;
1306 break;
1307 }
1308
1309 last = top;
1310 top = top->above;
1527 } 1311 }
1528 }
1529 1312
1530 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1313 /* Don't want top to be NULL, so set it to the last valid object */
1531 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1314 top = last;
1532 if (!QUERY_FLAG(op, FLAG_ALIVE))
1533 CLEAR_FLAG(op, FLAG_NO_STEAL);
1534 1315
1535 if (flag & INS_BELOW_ORIGINATOR) { 1316 /* We let update_position deal with figuring out what the space
1536 if (originator->map != op->map || originator->x != op->x || 1317 * looks like instead of lots of conditions here.
1537 originator->y != op->y) { 1318 * makes things faster, and effectively the same result.
1538 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1319 */
1539 abort(); 1320
1321 /* Have object 'fall below' other objects that block view.
1322 * Unless those objects are exits, type 66
1323 * If INS_ON_TOP is used, don't do this processing
1324 * Need to find the object that in fact blocks view, otherwise
1325 * stacking is a bit odd.
1326 */
1327 if (!(flag & INS_ON_TOP) &&
1328 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1329 {
1330 for (last = top; last != floor; last = last->below)
1331 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1332 break;
1333 /* Check to see if we found the object that blocks view,
1334 * and make sure we have a below pointer for it so that
1335 * we can get inserted below this one, which requires we
1336 * set top to the object below us.
1337 */
1338 if (last && last->below && last != floor)
1339 top = last->below;
1340 }
1341 } /* If objects on this space */
1342
1343 if (flag & INS_MAP_LOAD)
1344 top = GET_MAP_TOP (op->map, op->x, op->y);
1345
1346 if (flag & INS_ABOVE_FLOOR_ONLY)
1347 top = floor;
1348
1349 /* Top is the object that our object (op) is going to get inserted above.
1350 */
1351
1352 /* First object on this space */
1353 if (!top)
1354 {
1355 op->above = GET_MAP_OB (op->map, op->x, op->y);
1356
1357 if (op->above)
1358 op->above->below = op;
1359
1360 op->below = NULL;
1361 op->ms ().bot = op;
1540 } 1362 }
1541 op->above = originator;
1542 op->below = originator->below;
1543 if (op->below) op->below->above = op;
1544 else SET_MAP_OB(op->map, op->x, op->y, op);
1545 /* since *below* originator, no need to update top */
1546 originator->below = op;
1547 } else { 1363 else
1548 /* If there are other objects, then */
1549 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1550 object *last=NULL;
1551 /*
1552 * If there are multiple objects on this space, we do some trickier handling.
1553 * We've already dealt with merging if appropriate.
1554 * Generally, we want to put the new object on top. But if
1555 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1556 * floor, we want to insert above that and no further.
1557 * Also, if there are spell objects on this space, we stop processing
1558 * once we get to them. This reduces the need to traverse over all of
1559 * them when adding another one - this saves quite a bit of cpu time
1560 * when lots of spells are cast in one area. Currently, it is presumed
1561 * that flying non pickable objects are spell objects.
1562 */
1563
1564 while (top != NULL) {
1565 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1566 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1567 if (QUERY_FLAG(top, FLAG_NO_PICK)
1568 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1569 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1570 {
1571 /* We insert above top, so we want this object below this */
1572 top=top->below;
1573 break;
1574 }
1575 last = top;
1576 top = top->above;
1577 }
1578 /* Don't want top to be NULL, so set it to the last valid object */
1579 top = last;
1580
1581 /* We let update_position deal with figuring out what the space
1582 * looks like instead of lots of conditions here.
1583 * makes things faster, and effectively the same result.
1584 */
1585
1586 /* Have object 'fall below' other objects that block view.
1587 * Unless those objects are exits, type 66
1588 * If INS_ON_TOP is used, don't do this processing
1589 * Need to find the object that in fact blocks view, otherwise
1590 * stacking is a bit odd.
1591 */
1592 if (!(flag & INS_ON_TOP) &&
1593 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1594 (op->face && !op->face->visibility)) {
1595 for (last=top; last != floor; last=last->below)
1596 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1597 /* Check to see if we found the object that blocks view,
1598 * and make sure we have a below pointer for it so that
1599 * we can get inserted below this one, which requires we
1600 * set top to the object below us.
1601 */
1602 if (last && last->below && last != floor) top=last->below;
1603 }
1604 } /* If objects on this space */
1605 if (flag & INS_MAP_LOAD)
1606 top = GET_MAP_TOP(op->map,op->x,op->y);
1607 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1608
1609 /* Top is the object that our object (op) is going to get inserted above.
1610 */
1611
1612 /* First object on this space */
1613 if (!top) {
1614 op->above = GET_MAP_OB(op->map, op->x, op->y);
1615 if (op->above) op->above->below = op;
1616 op->below = NULL;
1617 SET_MAP_OB(op->map, op->x, op->y, op);
1618 } else { /* get inserted into the stack above top */ 1364 { /* get inserted into the stack above top */
1619 op->above = top->above; 1365 op->above = top->above;
1366
1367 if (op->above)
1620 if (op->above) op->above->below = op; 1368 op->above->below = op;
1369
1621 op->below = top; 1370 op->below = top;
1622 top->above = op; 1371 top->above = op;
1623 } 1372 }
1373
1624 if (op->above==NULL) 1374 if (op->above == NULL)
1625 SET_MAP_TOP(op->map,op->x, op->y, op); 1375 op->ms ().top = op;
1626 } /* else not INS_BELOW_ORIGINATOR */ 1376 } /* else not INS_BELOW_ORIGINATOR */
1627 1377
1628 if(op->type==PLAYER) 1378 if (op->type == PLAYER)
1629 op->contr->do_los=1; 1379 op->contr->do_los = 1;
1630 1380
1631 /* If we have a floor, we know the player, if any, will be above 1381 /* If we have a floor, we know the player, if any, will be above
1632 * it, so save a few ticks and start from there. 1382 * it, so save a few ticks and start from there.
1633 */ 1383 */
1634 if (!(flag & INS_MAP_LOAD)) 1384 if (!(flag & INS_MAP_LOAD))
1635 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1385 if (object *pl = op->ms ().player ())
1636 if (tmp->type == PLAYER) 1386 if (pl->contr->ns)
1637 tmp->contr->socket.update_look=1; 1387 pl->contr->ns->floorbox_update ();
1638 }
1639 1388
1640 /* If this object glows, it may affect lighting conditions that are 1389 /* If this object glows, it may affect lighting conditions that are
1641 * visible to others on this map. But update_all_los is really 1390 * visible to others on this map. But update_all_los is really
1642 * an inefficient way to do this, as it means los for all players 1391 * an inefficient way to do this, as it means los for all players
1643 * on the map will get recalculated. The players could very well 1392 * on the map will get recalculated. The players could very well
1644 * be far away from this change and not affected in any way - 1393 * be far away from this change and not affected in any way -
1645 * this should get redone to only look for players within range, 1394 * this should get redone to only look for players within range,
1646 * or just updating the P_NEED_UPDATE for spaces within this area 1395 * or just updating the P_NEED_UPDATE for spaces within this area
1647 * of effect may be sufficient. 1396 * of effect may be sufficient.
1648 */ 1397 */
1649 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1398 if (op->map->darkness && (op->glow_radius != 0))
1650 update_all_los(op->map, op->x, op->y); 1399 update_all_los (op->map, op->x, op->y);
1651 1400
1652
1653 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1401 /* updates flags (blocked, alive, no magic, etc) for this map space */
1654 update_object(op,UP_OBJ_INSERT); 1402 update_object (op, UP_OBJ_INSERT);
1655 1403
1404 INVOKE_OBJECT (INSERT, op);
1656 1405
1657 /* Don't know if moving this to the end will break anything. However, 1406 /* Don't know if moving this to the end will break anything. However,
1658 * we want to have update_look set above before calling this. 1407 * we want to have floorbox_update called before calling this.
1659 * 1408 *
1660 * check_move_on() must be after this because code called from 1409 * check_move_on() must be after this because code called from
1661 * check_move_on() depends on correct map flags (so functions like 1410 * check_move_on() depends on correct map flags (so functions like
1662 * blocked() and wall() work properly), and these flags are updated by 1411 * blocked() and wall() work properly), and these flags are updated by
1663 * update_object(). 1412 * update_object().
1664 */ 1413 */
1665 1414
1666 /* if this is not the head or flag has been passed, don't check walk on status */ 1415 /* if this is not the head or flag has been passed, don't check walk on status */
1667
1668 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1416 if (!(flag & INS_NO_WALK_ON) && !op->head)
1417 {
1669 if (check_move_on(op, originator)) 1418 if (check_move_on (op, originator))
1670 return NULL; 1419 return 0;
1671 1420
1672 /* If we are a multi part object, lets work our way through the check 1421 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1422 * walk on's.
1674 */ 1423 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1424 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1425 if (check_move_on (tmp, originator))
1677 return NULL; 1426 return 0;
1678 } 1427 }
1428
1679 return op; 1429 return op;
1680} 1430}
1681 1431
1682/* this function inserts an object in the map, but if it 1432/* this function inserts an object in the map, but if it
1683 * finds an object of its own type, it'll remove that one first. 1433 * finds an object of its own type, it'll remove that one first.
1684 * op is the object to insert it under: supplies x and the map. 1434 * op is the object to insert it under: supplies x and the map.
1685 */ 1435 */
1436void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1437replace_insert_ob_in_map (const char *arch_string, object *op)
1687 object *tmp; 1438{
1688 object *tmp1; 1439 object *tmp, *tmp1;
1689 1440
1690 /* first search for itself and remove any old instances */ 1441 /* first search for itself and remove any old instances */
1691 1442
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1443 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1444 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1694 remove_ob(tmp); 1445 tmp->destroy ();
1695 free_object(tmp);
1696 }
1697 }
1698 1446
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1447 tmp1 = arch_to_object (archetype::find (arch_string));
1700 1448
1701 1449 tmp1->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1450 tmp1->y = op->y;
1703 insert_ob_in_map(tmp1,op->map,op,0); 1451 insert_ob_in_map (tmp1, op->map, op, 0);
1704} 1452}
1705 1453
1706/* 1454/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1455 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1708 * is returned contains nr objects, and the remaining parts contains 1456 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0). 1457 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the 1458 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array. 1459 * global static errmsg array.
1712 */ 1460 */
1713 1461
1462object *
1714object *get_split_ob(object *orig_ob, uint32 nr) { 1463get_split_ob (object *orig_ob, uint32 nr)
1464{
1715 object *newob; 1465 object *newob;
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717 1467
1718 if(orig_ob->nrof<nr) { 1468 if (orig_ob->nrof < nr)
1719 sprintf(errmsg,"There are only %d %ss.", 1469 {
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1721 return NULL; 1471 return NULL;
1722 } 1472 }
1473
1723 newob = object_create_clone(orig_ob); 1474 newob = object_create_clone (orig_ob);
1475
1724 if((orig_ob->nrof-=nr)<1) { 1476 if ((orig_ob->nrof -= nr) < 1)
1725 if ( ! is_removed) 1477 orig_ob->destroy (1);
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) { 1478 else if (!is_removed)
1479 {
1730 if(orig_ob->env!=NULL) 1480 if (orig_ob->env != NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1483 {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1484 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1734 LOG(llevDebug,
1735 "Error, Tried to split object whose map is not in memory.\n"); 1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL; 1486 return NULL;
1737 } 1487 }
1738 } 1488 }
1489
1739 newob->nrof=nr; 1490 newob->nrof = nr;
1740 1491
1741 return newob; 1492 return newob;
1742} 1493}
1743 1494
1744/* 1495/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1496 * decrease_ob_nr(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1497 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1498 * is subsequently removed and freed.
1748 * 1499 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1500 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1501 */
1751 1502
1503object *
1752object *decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1753{ 1505{
1754 object *tmp; 1506 object *tmp;
1755 player *pl;
1756 1507
1757 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1758 return op; 1509 return op;
1759 1510
1760 if (i > op->nrof) 1511 if (i > op->nrof)
1761 i = op->nrof; 1512 i = op->nrof;
1762 1513
1763 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1515 op->nrof -= i;
1516 else if (op->env)
1517 {
1518 /* is this object in the players inventory, or sub container
1519 * therein?
1520 */
1521 tmp = op->in_player ();
1522 /* nope. Is this a container the player has opened?
1523 * If so, set tmp to that player.
1524 * IMO, searching through all the players will mostly
1525 * likely be quicker than following op->env to the map,
1526 * and then searching the map for a player.
1527 */
1528 if (!tmp)
1529 for_all_players (pl)
1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1533 break;
1534 }
1535
1536 if (i < op->nrof)
1537 {
1538 sub_weight (op->env, op->weight * i);
1539 op->nrof -= i;
1540 if (tmp)
1541 esrv_send_item (tmp, op);
1542 }
1543 else
1544 {
1545 op->remove ();
1546 op->nrof = 0;
1547 if (tmp)
1548 esrv_del_item (tmp->contr, op->count);
1549 }
1764 { 1550 }
1551 else
1552 {
1553 object *above = op->above;
1554
1555 if (i < op->nrof)
1765 op->nrof -= i; 1556 op->nrof -= i;
1766 } 1557 else
1767 else if (op->env != NULL)
1768 {
1769 /* is this object in the players inventory, or sub container
1770 * therein?
1771 */ 1558 {
1772 tmp = is_player_inv (op->env); 1559 op->remove ();
1773 /* nope. Is this a container the player has opened? 1560 op->nrof = 0;
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp) {
1780 for (pl=first_player; pl; pl=pl->next)
1781 if (pl->ob->container == op->env) break;
1782 if (pl) tmp=pl->ob;
1783 else tmp=NULL;
1784 } 1561 }
1785 1562
1786 if (i < op->nrof) {
1787 sub_weight (op->env, op->weight * i);
1788 op->nrof -= i;
1789 if (tmp) {
1790 esrv_send_item(tmp, op);
1791 }
1792 } else {
1793 remove_ob (op);
1794 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803
1804 if (i < op->nrof) {
1805 op->nrof -= i;
1806 } else {
1807 remove_ob (op);
1808 op->nrof = 0;
1809 }
1810 /* Since we just removed op, op->above is null */ 1563 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1812 if (tmp->type == PLAYER) { 1565 if (tmp->type == PLAYER)
1566 {
1813 if (op->nrof) 1567 if (op->nrof)
1814 esrv_send_item(tmp, op); 1568 esrv_send_item (tmp, op);
1815 else 1569 else
1816 esrv_del_item(tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1817 } 1571 }
1818 } 1572 }
1819 1573
1820 if (op->nrof) { 1574 if (op->nrof)
1821 return op; 1575 return op;
1822 } else { 1576 else
1823 free_object (op); 1577 {
1578 op->destroy ();
1824 return NULL; 1579 return 0;
1825 } 1580 }
1826} 1581}
1827 1582
1828/* 1583/*
1829 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying. 1585 * and also updates how much the environment(s) is/are carrying.
1831 */ 1586 */
1832 1587
1588void
1833void add_weight (object *op, signed long weight) { 1589add_weight (object *op, signed long weight)
1590{
1834 while (op!=NULL) { 1591 while (op != NULL)
1592 {
1835 if (op->type == CONTAINER) { 1593 if (op->type == CONTAINER)
1836 weight=(signed long)(weight*(100-op->stats.Str)/100); 1594 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1837 } 1595
1838 op->carrying+=weight; 1596 op->carrying += weight;
1839 op=op->env; 1597 op = op->env;
1840 } 1598 }
1841} 1599}
1842 1600
1601object *
1602insert_ob_in_ob (object *op, object *where)
1603{
1604 if (!where)
1605 {
1606 char *dump = dump_object (op);
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump);
1609 return op;
1610 }
1611
1612 if (where->head)
1613 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head;
1616 }
1617
1618 return where->insert (op);
1619}
1620
1843/* 1621/*
1844 * insert_ob_in_ob(op,environment): 1622 * env->insert (op)
1845 * This function inserts the object op in the linked list 1623 * This function inserts the object op in the linked list
1846 * inside the object environment. 1624 * inside the object environment.
1847 * 1625 *
1848 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1849 * the inventory at the last position or next to other objects of the same
1850 * type.
1851 * Frank: Now sorted by type, archetype and magic!
1852 *
1853 * The function returns now pointer to inserted item, and return value can 1626 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1855 */ 1628 */
1856 1629
1857object *insert_ob_in_ob(object *op,object *where) { 1630object *
1631object::insert (object *op)
1632{
1858 object *tmp, *otmp; 1633 object *tmp, *otmp;
1859 1634
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1861 dump_object(op); 1636 op->remove ();
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1637
1863 return op;
1864 }
1865 if(where==NULL) {
1866 dump_object(op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1868 return op;
1869 }
1870 if (where->head) {
1871 LOG(llevDebug,
1872 "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head;
1874 }
1875 if (op->more) { 1638 if (op->more)
1639 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1641 return op;
1879 } 1642 }
1643
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1882 if(op->nrof) { 1646 if (op->nrof)
1647 {
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1649 if (object::can_merge (tmp, op))
1650 {
1885 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1652 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1889 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1890 */ 1656 */
1891 add_weight (where, op->weight*op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1892 SET_FLAG(op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1893 free_object(op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1894 op = tmp; 1660 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1896 CLEAR_FLAG(op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1897 break; 1663 break;
1898 } 1664 }
1899 1665
1900 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1901 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1902 * (if it was possible to merge). calling remove_ob will subtract 1668 * (if it was possible to merge). calling remove_ob will subtract
1903 * the weight, so we need to add it in again, since we actually do 1669 * the weight, so we need to add it in again, since we actually do
1904 * the linking below 1670 * the linking below
1905 */ 1671 */
1906 add_weight (where, op->weight*op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1673 }
1907 } else 1674 else
1908 add_weight (where, (op->weight+op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1909 1676
1910 otmp=is_player_inv(where); 1677 otmp = this->in_player ();
1911 if (otmp&&otmp->contr!=NULL) { 1678 if (otmp && otmp->contr)
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp); 1680 otmp->update_stats ();
1914 }
1915 1681
1916 op->map=NULL; 1682 op->map = 0;
1917 op->env=where; 1683 op->env = this;
1918 op->above=NULL; 1684 op->above = 0;
1919 op->below=NULL; 1685 op->below = 0;
1920 op->x=0,op->y=0; 1686 op->x = 0, op->y = 0;
1921 op->ox=0,op->oy=0;
1922 1687
1923 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1689 if ((op->glow_radius != 0) && map)
1925 { 1690 {
1926#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1928 op->name);
1929#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1694 if (map->darkness)
1695 update_all_los (map, x, y);
1931 } 1696 }
1932 1697
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1934 * It sure simplifies this function... 1699 * It sure simplifies this function...
1935 */ 1700 */
1936 if (where->inv==NULL) 1701 if (!inv)
1937 where->inv=op; 1702 inv = op;
1938 else { 1703 else
1704 {
1939 op->below = where->inv; 1705 op->below = inv;
1940 op->below->above = op; 1706 op->below->above = op;
1941 where->inv = op; 1707 inv = op;
1942 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1943 return op; 1712 return op;
1944} 1713}
1945 1714
1946/* 1715/*
1947 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1962 * MSW 2001-07-08: Check all objects on space, not just those below 1731 * MSW 2001-07-08: Check all objects on space, not just those below
1963 * object being inserted. insert_ob_in_map may not put new objects 1732 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1733 * on top.
1965 */ 1734 */
1966 1735
1736int
1967int check_move_on (object *op, object *originator) 1737check_move_on (object *op, object *originator)
1968{ 1738{
1969 object *tmp; 1739 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1740 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1741 int x = op->x, y = op->y;
1742
1973 MoveType move_on, move_slow, move_block; 1743 MoveType move_on, move_slow, move_block;
1974 1744
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1745 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1746 return 0;
1977 1747
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1748 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1981 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1749 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1982 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1750 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1751
1984 /* if nothing on this space will slow op down or be applied, 1752 /* if nothing on this space will slow op down or be applied,
1985 * no need to do checking below. have to make sure move_type 1753 * no need to do checking below. have to make sure move_type
1986 * is set, as lots of objects don't have it set - we treat that 1754 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1755 * as walking.
1988 */ 1756 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1757 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1758 return 0;
1991 1759
1992 /* This is basically inverse logic of that below - basically, 1760 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1761 * if the object can avoid the move on or slow move, they do so,
1994 * but can't do it if the alternate movement they are using is 1762 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1763 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1764 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1765 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1998 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1766 return 0;
1999 1767
2000 /* The objects have to be checked from top to bottom. 1768 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1769 * Hence, we first go to the top:
2002 */ 1770 */
2003 1771
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
2005 tmp->above!=NULL; tmp=tmp->above) { 1773 {
2006 /* Trim the search when we find the first other spell effect 1774 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1775 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1776 * we don't need to check all of them.
2009 */ 1777 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1778 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1779 break;
1780 }
1781
1782 for (; tmp; tmp = tmp->below)
2011 } 1783 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1784 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1785 continue; /* Can't apply yourself */
2014 1786
2015 /* Check to see if one of the movement types should be slowed down. 1787 /* Check to see if one of the movement types should be slowed down.
2016 * Second check makes sure that the movement types not being slowed 1788 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1789 * (~slow_move) is not blocked on this space - just because the
2018 * space doesn't slow down swimming (for example), if you can't actually 1790 * space doesn't slow down swimming (for example), if you can't actually
2019 * swim on that space, can't use it to avoid the penalty. 1791 * swim on that space, can't use it to avoid the penalty.
2020 */ 1792 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1793 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1794 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1795 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_slow) &&
2024 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1796 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1797 {
2025 1798
2026 float diff; 1799 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1800 diff = tmp->move_slow_penalty * FABS (op->speed);
1801
2029 if (op->type == PLAYER) { 1802 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1803 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2031 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1804 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1805 diff /= 4.0;
2033 } 1806
2034 }
2035 op->speed_left -= diff; 1807 op->speed_left -= diff;
2036 } 1808 }
2037 } 1809 }
2038 1810
2039 /* Basically same logic as above, except now for actual apply. */ 1811 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1812 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_on) &&
2042 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1813 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1814 {
2044 move_apply(tmp, op, originator); 1815 move_apply (tmp, op, originator);
1816
2045 if (was_destroyed (op, tag)) 1817 if (op->destroyed ())
2046 return 1; 1818 return 1;
2047 1819
2048 /* what the person/creature stepped onto has moved the object 1820 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1821 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1822 * have a feeling strange problems would result.
2051 */ 1823 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1824 if (op->map != m || op->x != x || op->y != y)
1825 return 0;
2053 } 1826 }
2054 } 1827 }
1828
2055 return 0; 1829 return 0;
2056} 1830}
2057 1831
2058/* 1832/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1833 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1834 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1835 * The first matching object is returned, or NULL if none.
2062 */ 1836 */
2063 1837object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1838present_arch (const archetype *at, maptile *m, int x, int y)
2065 object *tmp; 1839{
2066 if(m==NULL || out_of_map(m,x,y)) { 1840 if (m == NULL || out_of_map (m, x, y))
1841 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1842 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1843 return NULL;
2069 } 1844 }
1845
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1846 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2071 if(tmp->arch == at) 1847 if (tmp->arch == at)
2072 return tmp; 1848 return tmp;
1849
2073 return NULL; 1850 return NULL;
2074} 1851}
2075 1852
2076/* 1853/*
2077 * present(type, map, x, y) searches for any objects with 1854 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1855 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1856 * The first matching object is returned, or NULL if none.
2080 */ 1857 */
2081 1858object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 1859present (unsigned char type, maptile *m, int x, int y)
2083 object *tmp; 1860{
2084 if(out_of_map(m,x,y)) { 1861 if (out_of_map (m, x, y))
1862 {
2085 LOG(llevError,"Present called outside map.\n"); 1863 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 1864 return NULL;
2087 } 1865 }
1866
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1867 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2089 if(tmp->type==type) 1868 if (tmp->type == type)
2090 return tmp; 1869 return tmp;
1870
2091 return NULL; 1871 return NULL;
2092} 1872}
2093 1873
2094/* 1874/*
2095 * present_in_ob(type, object) searches for any objects with 1875 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 1876 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 1877 * The first matching object is returned, or NULL if none.
2098 */ 1878 */
2099 1879object *
2100object *present_in_ob(unsigned char type, const object *op) { 1880present_in_ob (unsigned char type, const object *op)
2101 object *tmp; 1881{
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1882 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 1883 if (tmp->type == type)
2104 return tmp; 1884 return tmp;
1885
2105 return NULL; 1886 return NULL;
2106} 1887}
2107 1888
2108/* 1889/*
2109 * present_in_ob (type, str, object) searches for any objects with 1890 * present_in_ob (type, str, object) searches for any objects with
2117 * str is the string to match against. Note that we match against 1898 * str is the string to match against. Note that we match against
2118 * the object name, not the archetype name. this is so that the 1899 * the object name, not the archetype name. this is so that the
2119 * spell code can use one object type (force), but change it's name 1900 * spell code can use one object type (force), but change it's name
2120 * to be unique. 1901 * to be unique.
2121 */ 1902 */
2122 1903object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 1904present_in_ob_by_name (int type, const char *str, const object *op)
2124 object *tmp; 1905{
2125
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1906 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1907 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 1908 return tmp;
2129 } 1909
2130 return NULL; 1910 return 0;
2131} 1911}
2132 1912
2133/* 1913/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 1914 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 1915 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 1916 * The first matching object is returned, or NULL if none.
2137 */ 1917 */
2138 1918object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 1919present_arch_in_ob (const archetype *at, const object *op)
2140 object *tmp; 1920{
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1921 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2142 if( tmp->arch == at) 1922 if (tmp->arch == at)
2143 return tmp; 1923 return tmp;
1924
2144 return NULL; 1925 return NULL;
2145} 1926}
2146 1927
2147/* 1928/*
2148 * activate recursively a flag on an object inventory 1929 * activate recursively a flag on an object inventory
2149 */ 1930 */
1931void
2150void flag_inv(object*op, int flag){ 1932flag_inv (object *op, int flag)
2151 object *tmp; 1933{
2152 if(op->inv) 1934 if (op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1935 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1936 {
2154 SET_FLAG(tmp, flag); 1937 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 1938 flag_inv (tmp, flag);
2156 } 1939 }
1940}
1941
2157}/* 1942/*
2158 * desactivate recursively a flag on an object inventory 1943 * deactivate recursively a flag on an object inventory
2159 */ 1944 */
1945void
2160void unflag_inv(object*op, int flag){ 1946unflag_inv (object *op, int flag)
2161 object *tmp; 1947{
2162 if(op->inv) 1948 if (op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1949 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1950 {
2164 CLEAR_FLAG(tmp, flag); 1951 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 1952 unflag_inv (tmp, flag);
2166 } 1953 }
2167} 1954}
2168 1955
2169/* 1956/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1957 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively). 1958 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for 1959 * If checksums are used, a player will get set_cheat called for
2173 * him/her-self and all object carried by a call to this function. 1960 * him/her-self and all object carried by a call to this function.
2174 */ 1961 */
2175 1962void
2176void set_cheat(object *op) { 1963set_cheat (object *op)
1964{
2177 SET_FLAG(op, FLAG_WAS_WIZ); 1965 SET_FLAG (op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ); 1966 flag_inv (op, FLAG_WAS_WIZ);
2179} 1967}
2180 1968
2181/* 1969/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 1970 * find_free_spot(object, map, x, y, start, stop) will search for
2183 * a spot at the given map and coordinates which will be able to contain 1971 * a spot at the given map and coordinates which will be able to contain
2197 * because arch_blocked (now ob_blocked) needs to know the movement type 1985 * because arch_blocked (now ob_blocked) needs to know the movement type
2198 * to know if the space in question will block the object. We can't use 1986 * to know if the space in question will block the object. We can't use
2199 * the archetype because that isn't correct if the monster has been 1987 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 1988 * customized, changed states, etc.
2201 */ 1989 */
2202 1990int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1991find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1992{
2204 int i,index=0, flag; 1993 int index = 0, flag;
2205 static int altern[SIZEOFFREE]; 1994 int altern[SIZEOFFREE];
2206 1995
2207 for(i=start;i<stop;i++) { 1996 for (int i = start; i < stop; i++)
1997 {
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1998 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2209 if(!flag) 1999 if (!flag)
2210 altern[index++]=i; 2000 altern [index++] = i;
2211 2001
2212 /* Basically, if we find a wall on a space, we cut down the search size. 2002 /* Basically, if we find a wall on a space, we cut down the search size.
2213 * In this way, we won't return spaces that are on another side of a wall. 2003 * In this way, we won't return spaces that are on another side of a wall.
2214 * This mostly work, but it cuts down the search size in all directions - 2004 * This mostly work, but it cuts down the search size in all directions -
2215 * if the space being examined only has a wall to the north and empty 2005 * if the space being examined only has a wall to the north and empty
2216 * spaces in all the other directions, this will reduce the search space 2006 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 2007 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 2008 * won't look 2 spaces south of the target space.
2219 */ 2009 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2010 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2221 stop=maxfree[i]; 2011 stop = maxfree[i];
2222 } 2012 }
2223 if(!index) return -1; 2013
2014 if (!index)
2015 return -1;
2016
2224 return altern[RANDOM()%index]; 2017 return altern[RANDOM () % index];
2225} 2018}
2226 2019
2227/* 2020/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 2021 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2022 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 2023 * But it will return the first available spot, not a random choice.
2231 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2024 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 2025 */
2233 2026int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2027find_first_free_spot (const object *ob, maptile *m, int x, int y)
2235 int i; 2028{
2236 for(i=0;i<SIZEOFFREE;i++) { 2029 for (int i = 0; i < SIZEOFFREE; i++)
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2030 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2031 return i;
2239 } 2032
2240 return -1; 2033 return -1;
2241} 2034}
2242 2035
2243/* 2036/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2037 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2038 * arr[begin..end-1].
2039 * now uses a fisher-yates shuffle, old permute was broken
2246 */ 2040 */
2041static void
2247static void permute(int *arr, int begin, int end) 2042permute (int *arr, int begin, int end)
2248{ 2043{
2249 int i, j, tmp, len; 2044 arr += begin;
2045 end -= begin;
2250 2046
2251 len = end-begin; 2047 while (--end)
2252 for(i = begin; i < end; i++) 2048 swap (arr [end], arr [RANDOM () % (end + 1)]);
2253 {
2254 j = begin+RANDOM()%len;
2255
2256 tmp = arr[i];
2257 arr[i] = arr[j];
2258 arr[j] = tmp;
2259 }
2260} 2049}
2261 2050
2262/* new function to make monster searching more efficient, and effective! 2051/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2052 * This basically returns a randomized array (in the passed pointer) of
2264 * the spaces to find monsters. In this way, it won't always look for 2053 * the spaces to find monsters. In this way, it won't always look for
2265 * monsters to the north first. However, the size of the array passed 2054 * monsters to the north first. However, the size of the array passed
2266 * covers all the spaces, so within that size, all the spaces within 2055 * covers all the spaces, so within that size, all the spaces within
2267 * the 3x3 area will be searched, just not in a predictable order. 2056 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2057 */
2058void
2269void get_search_arr(int *search_arr) 2059get_search_arr (int *search_arr)
2270{ 2060{
2271 int i; 2061 int i;
2272 2062
2273 for(i = 0; i < SIZEOFFREE; i++) 2063 for (i = 0; i < SIZEOFFREE; i++)
2274 {
2275 search_arr[i] = i; 2064 search_arr[i] = i;
2276 }
2277 2065
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2066 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2067 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2068 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2069}
2282 2070
2283/* 2071/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2072 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2073 * given map at the given coordinates for live objects.
2290 * Perhaps incorrectly, but I'm making the assumption that exclude 2078 * Perhaps incorrectly, but I'm making the assumption that exclude
2291 * is actually want is going to try and move there. We need this info 2079 * is actually want is going to try and move there. We need this info
2292 * because we have to know what movement the thing looking to move 2080 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2081 * there is capable of.
2294 */ 2082 */
2295 2083int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2084find_dir (maptile *m, int x, int y, object *exclude)
2085{
2297 int i,max=SIZEOFFREE, mflags; 2086 int i, max = SIZEOFFREE, mflags;
2087
2298 sint16 nx, ny; 2088 sint16 nx, ny;
2299 object *tmp; 2089 object *tmp;
2300 mapstruct *mp; 2090 maptile *mp;
2091
2301 MoveType blocked, move_type; 2092 MoveType blocked, move_type;
2302 2093
2303 if (exclude && exclude->head) { 2094 if (exclude && exclude->head)
2095 {
2304 exclude = exclude->head; 2096 exclude = exclude->head;
2305 move_type = exclude->move_type; 2097 move_type = exclude->move_type;
2306 } else { 2098 }
2099 else
2100 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2101 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2102 move_type = MOVE_ALL;
2103 }
2104
2105 for (i = 1; i < max; i++)
2309 } 2106 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2107 mp = m;
2313 nx = x + freearr_x[i]; 2108 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2109 ny = y + freearr_y[i];
2315 2110
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2111 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2112
2317 if (mflags & P_OUT_OF_MAP) { 2113 if (mflags & P_OUT_OF_MAP)
2114 max = maxfree[i];
2115 else
2116 {
2117 mapspace &ms = mp->at (nx, ny);
2118
2119 blocked = ms.move_block;
2120
2121 if ((move_type & blocked) == move_type)
2318 max = maxfree[i]; 2122 max = maxfree[i];
2319 } else {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2321
2322 if ((move_type & blocked) == move_type) {
2323 max=maxfree[i];
2324 } else if (mflags & P_IS_ALIVE) { 2123 else if (mflags & P_IS_ALIVE)
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2124 {
2125 for (tmp = ms.bot; tmp; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2126 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2127 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2328 break; 2128 break;
2329 } 2129
2330 }
2331 if(tmp) { 2130 if (tmp)
2332 return freedir[i]; 2131 return freedir[i];
2333 }
2334 } 2132 }
2335 } 2133 }
2336 } 2134 }
2135
2337 return 0; 2136 return 0;
2338} 2137}
2339 2138
2340/* 2139/*
2341 * distance(object 1, object 2) will return the square of the 2140 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2141 * distance between the two given objects.
2343 */ 2142 */
2344 2143int
2345int distance(const object *ob1, const object *ob2) { 2144distance (const object *ob1, const object *ob2)
2346 int i; 2145{
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2146 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2349 return i;
2350} 2147}
2351 2148
2352/* 2149/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2150 * find_dir_2(delta-x,delta-y) will return a direction in which
2354 * an object which has subtracted the x and y coordinates of another 2151 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2152 * object, needs to travel toward it.
2356 */ 2153 */
2357 2154int
2358int find_dir_2(int x, int y) { 2155find_dir_2 (int x, int y)
2156{
2359 int q; 2157 int q;
2360 2158
2361 if(y) 2159 if (y)
2362 q=x*100/y; 2160 q = x * 100 / y;
2363 else if (x) 2161 else if (x)
2364 q= -300*x; 2162 q = -300 * x;
2365 else 2163 else
2366 return 0; 2164 return 0;
2367 2165
2368 if(y>0) { 2166 if (y > 0)
2167 {
2369 if(q < -242) 2168 if (q < -242)
2370 return 3 ; 2169 return 3;
2371 if (q < -41) 2170 if (q < -41)
2372 return 2 ; 2171 return 2;
2373 if (q < 41) 2172 if (q < 41)
2374 return 1 ; 2173 return 1;
2375 if (q < 242) 2174 if (q < 242)
2376 return 8 ; 2175 return 8;
2377 return 7 ; 2176 return 7;
2378 } 2177 }
2379 2178
2380 if (q < -242) 2179 if (q < -242)
2381 return 7 ; 2180 return 7;
2382 if (q < -41) 2181 if (q < -41)
2383 return 6 ; 2182 return 6;
2384 if (q < 41) 2183 if (q < 41)
2385 return 5 ; 2184 return 5;
2386 if (q < 242) 2185 if (q < 242)
2387 return 4 ; 2186 return 4;
2388 2187
2389 return 3 ; 2188 return 3;
2390} 2189}
2391 2190
2392/* 2191/*
2393 * absdir(int): Returns a number between 1 and 8, which represent 2192 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of 2193 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction). 2194 * "overflow" in previous calculations of a direction).
2396 */ 2195 */
2397 2196
2197int
2398int absdir(int d) { 2198absdir (int d)
2399 while(d<1) d+=8; 2199{
2400 while(d>8) d-=8; 2200 while (d < 1)
2201 d += 8;
2202
2203 while (d > 8)
2204 d -= 8;
2205
2401 return d; 2206 return d;
2402} 2207}
2403 2208
2404/* 2209/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2210 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2211 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2212 */
2408 2213
2214int
2409int dirdiff(int dir1, int dir2) { 2215dirdiff (int dir1, int dir2)
2216{
2410 int d; 2217 int d;
2218
2411 d = abs(dir1 - dir2); 2219 d = abs (dir1 - dir2);
2412 if(d>4) 2220 if (d > 4)
2413 d = 8 - d; 2221 d = 8 - d;
2222
2414 return d; 2223 return d;
2415} 2224}
2416 2225
2417/* peterm: 2226/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2227 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2421 * This basically means that if direction is 15, then it could either go 2230 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are. 2231 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2232 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2233 * functions.
2425 */ 2234 */
2426
2427int reduction_dir[SIZEOFFREE][3] = { 2235int reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2236 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2237 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2238 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2239 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2240 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2241 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2242 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2243 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2244 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2245 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2246 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2247 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2248 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2249 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2250 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2251 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2252 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2253 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2254 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2255 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2256 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2257 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2258 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2259 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2260 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2261 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2262 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2263 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2264 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2265 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2266 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2267 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2268 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2269 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2270 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2271 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2272 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2273 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2274 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2275 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2276 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2277 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2278 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2279 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2280 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2281 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2282 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2283 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2284 {24, 9, -1}
2285}; /* 48 */
2477 2286
2478/* Recursive routine to step back and see if we can 2287/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2288 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2289 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2290 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2291 * Modified to be map tile aware -.MSW
2483 */ 2292 */
2484 2293int
2485
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2294can_see_monsterP (maptile *m, int x, int y, int dir)
2295{
2487 sint16 dx, dy; 2296 sint16 dx, dy;
2488 int mflags; 2297 int mflags;
2489 2298
2299 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2300 return 0; /* exit condition: invalid direction */
2491 2301
2492 dx = x + freearr_x[dir]; 2302 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2303 dy = y + freearr_y[dir];
2494 2304
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2305 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2306
2497 /* This functional arguably was incorrect before - it was 2307 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2308 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2309 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2310 * literal on if we can see it. To know if we can actually
2501 * move to the monster, we'd need the monster passed in or 2311 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2312 * at least its move type.
2503 */ 2313 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2314 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2315 return 0;
2505 2316
2506 /* yes, can see. */ 2317 /* yes, can see. */
2507 if(dir < 9) return 1; 2318 if (dir < 9)
2319 return 1;
2320
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2321 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2510 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2323 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2511} 2324}
2512 2325
2513
2514
2515/* 2326/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2327 * can_pick(picker, item): finds out if an object is possible to be
2517 * picked up by the picker. Returnes 1 if it can be 2328 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2329 * picked up, otherwise 0.
2519 * 2330 *
2521 * core dumps if they do. 2332 * core dumps if they do.
2522 * 2333 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2334 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2335 */
2525 2336
2337int
2526int can_pick(const object *who, const object *item) { 2338can_pick (const object *who, const object *item)
2339{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2340 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2341 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2342 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2530 (who->type==PLAYER||item->weight<who->weight/3));
2531} 2343}
2532
2533 2344
2534/* 2345/*
2535 * create clone from object to another 2346 * create clone from object to another
2536 */ 2347 */
2348object *
2537object *object_create_clone (object *asrc) { 2349object_create_clone (object *asrc)
2350{
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2351 object *dst = 0, *tmp, *src, *part, *prev, *item;
2539 2352
2540 if(!asrc) return NULL; 2353 if (!asrc)
2354 return 0;
2355
2541 src = asrc; 2356 src = asrc;
2542 if(src->head) 2357 if (src->head)
2543 src = src->head; 2358 src = src->head;
2544 2359
2545 prev = NULL; 2360 prev = 0;
2546 for(part = src; part; part = part->more) { 2361 for (part = src; part; part = part->more)
2547 tmp = get_object(); 2362 {
2548 copy_object(part,tmp); 2363 tmp = part->clone ();
2549 tmp->x -= src->x; 2364 tmp->x -= src->x;
2550 tmp->y -= src->y; 2365 tmp->y -= src->y;
2366
2551 if(!part->head) { 2367 if (!part->head)
2368 {
2552 dst = tmp; 2369 dst = tmp;
2553 tmp->head = NULL;
2554 } else {
2555 tmp->head = dst; 2370 tmp->head = 0;
2556 } 2371 }
2372 else
2373 tmp->head = dst;
2374
2557 tmp->more = NULL; 2375 tmp->more = 0;
2376
2558 if(prev) 2377 if (prev)
2559 prev->more = tmp; 2378 prev->more = tmp;
2379
2560 prev = tmp; 2380 prev = tmp;
2561 } 2381 }
2562 /*** copy inventory ***/ 2382
2563 for(item = src->inv; item; item = item->below) { 2383 for (item = src->inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2384 insert_ob_in_ob (object_create_clone (item), dst);
2565 }
2566 2385
2567 return dst; 2386 return dst;
2568}
2569
2570/* return true if the object was destroyed, 0 otherwise */
2571int was_destroyed (const object *op, tag_t old_tag)
2572{
2573 /* checking for FLAG_FREED isn't necessary, but makes this function more
2574 * robust */
2575 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2576} 2387}
2577 2388
2578/* GROS - Creates an object using a string representing its content. */ 2389/* GROS - Creates an object using a string representing its content. */
2579/* Basically, we save the content of the string to a temp file, then call */ 2390/* Basically, we save the content of the string to a temp file, then call */
2580/* load_object on it. I admit it is a highly inefficient way to make things, */ 2391/* load_object on it. I admit it is a highly inefficient way to make things, */
2581/* but it was simple to make and allows reusing the load_object function. */ 2392/* but it was simple to make and allows reusing the load_object function. */
2582/* Remember not to use load_object_str in a time-critical situation. */ 2393/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */ 2394/* Also remember that multiparts objects are not supported for now. */
2584 2395object *
2585object* load_object_str(const char *obstr) 2396load_object_str (const char *obstr)
2586{ 2397{
2587 object *op; 2398 object *op;
2588 char filename[MAX_BUF]; 2399 char filename[MAX_BUF];
2400
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2401 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2590 2402
2591 FILE *tempfile=fopen(filename,"w"); 2403 FILE *tempfile = fopen (filename, "w");
2404
2592 if (tempfile == NULL) 2405 if (tempfile == NULL)
2593 { 2406 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n"); 2407 LOG (llevError, "Error - Unable to access load object temp file\n");
2595 return NULL; 2408 return NULL;
2596 }; 2409 }
2410
2597 fprintf(tempfile,obstr); 2411 fprintf (tempfile, obstr);
2598 fclose(tempfile); 2412 fclose (tempfile);
2599 2413
2600 op=get_object(); 2414 op = object::create ();
2601 2415
2602 object_thawer thawer (filename); 2416 object_thawer thawer (filename);
2417
2603 if (thawer) 2418 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0); 2419 load_object (thawer, op, 0);
2420
2605 LOG(llevDebug," load str completed, object=%s\n",op->name); 2421 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED); 2422 CLEAR_FLAG (op, FLAG_REMOVED);
2607 2423
2608 return op; 2424 return op;
2609} 2425}
2610 2426
2611/* This returns the first object in who's inventory that 2427/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2428 * has the same type and subtype match.
2613 * returns NULL if no match. 2429 * returns NULL if no match.
2614 */ 2430 */
2431object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2432find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2433{
2617 object *tmp;
2618
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2434 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2435 if (tmp->type == type && tmp->subtype == subtype)
2436 return tmp;
2621 2437
2622 return NULL; 2438 return 0;
2623} 2439}
2624 2440
2625/* If ob has a field named key, return the link from the list, 2441/* If ob has a field named key, return the link from the list,
2626 * otherwise return NULL. 2442 * otherwise return NULL.
2627 * 2443 *
2628 * key must be a passed in shared string - otherwise, this won't 2444 * key must be a passed in shared string - otherwise, this won't
2629 * do the desired thing. 2445 * do the desired thing.
2630 */ 2446 */
2447key_value *
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2448get_ob_key_link (const object *ob, const char *key)
2632 key_value * link; 2449{
2633
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2450 for (key_value *link = ob->key_values; link; link = link->next)
2635 if (link->key == key) { 2451 if (link->key == key)
2636 return link; 2452 return link;
2637 } 2453
2638 } 2454 return 0;
2639 2455}
2640 return NULL;
2641}
2642 2456
2643/* 2457/*
2644 * Returns the value of op has an extra_field for key, or NULL. 2458 * Returns the value of op has an extra_field for key, or NULL.
2645 * 2459 *
2646 * The argument doesn't need to be a shared string. 2460 * The argument doesn't need to be a shared string.
2647 * 2461 *
2648 * The returned string is shared. 2462 * The returned string is shared.
2649 */ 2463 */
2464const char *
2650const char * get_ob_key_value(const object * op, const char * const key) { 2465get_ob_key_value (const object *op, const char *const key)
2466{
2651 key_value * link; 2467 key_value *link;
2652 const char * canonical_key; 2468 shstr_cmp canonical_key (key);
2469
2470 if (!canonical_key)
2653 2471 {
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object 2472 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find. 2473 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field. 2474 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field. 2475 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2476 */
2662 return NULL; 2477 return 0;
2663 } 2478 }
2664 2479
2665 /* This is copied from get_ob_key_link() above - 2480 /* This is copied from get_ob_key_link() above -
2666 * only 4 lines, and saves the function call overhead. 2481 * only 4 lines, and saves the function call overhead.
2667 */ 2482 */
2668 for (link = op->key_values; link != NULL; link = link->next) { 2483 for (link = op->key_values; link; link = link->next)
2669 if (link->key == canonical_key) { 2484 if (link->key == canonical_key)
2670 return link->value; 2485 return link->value;
2671 } 2486
2672 } 2487 return 0;
2673 return NULL;
2674} 2488}
2675 2489
2676 2490
2677/* 2491/*
2678 * Updates the canonical_key in op to value. 2492 * Updates the canonical_key in op to value.
2682 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2496 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys. 2497 * keys.
2684 * 2498 *
2685 * Returns TRUE on success. 2499 * Returns TRUE on success.
2686 */ 2500 */
2501int
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2502set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2503{
2688 key_value * field = NULL, *last=NULL; 2504 key_value *field = NULL, *last = NULL;
2689 2505
2690 for (field=op->key_values; field != NULL; field=field->next) { 2506 for (field = op->key_values; field != NULL; field = field->next)
2507 {
2691 if (field->key != canonical_key) { 2508 if (field->key != canonical_key)
2509 {
2692 last = field; 2510 last = field;
2693 continue; 2511 continue;
2694 } 2512 }
2695 2513
2696 if (field->value) FREE_AND_CLEAR_STR(field->value);
2697 if (value) 2514 if (value)
2698 field->value = add_string(value); 2515 field->value = value;
2699 else { 2516 else
2517 {
2700 /* Basically, if the archetype has this key set, 2518 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save 2519 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load, 2520 * it, we save the empty value so that when we load,
2703 * we get this value back again. 2521 * we get this value back again.
2704 */ 2522 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2523 if (get_ob_key_link (&op->arch->clone, canonical_key))
2706 field->value = NULL; 2524 field->value = 0;
2707 else { 2525 else
2708 /* Delete this link */ 2526 {
2709 if (field->key) FREE_AND_CLEAR_STR(field->key); 2527 if (last)
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next; 2528 last->next = field->next;
2529 else
2712 else op->key_values = field->next; 2530 op->key_values = field->next;
2531
2713 free(field); 2532 delete field;
2714 } 2533 }
2715 } 2534 }
2716 return TRUE; 2535 return TRUE;
2717 } 2536 }
2718 /* IF we get here, key doesn't exist */ 2537 /* IF we get here, key doesn't exist */
2719 2538
2720 /* No field, we'll have to add it. */ 2539 /* No field, we'll have to add it. */
2721 2540
2722 if (!add_key) { 2541 if (!add_key)
2723 return FALSE; 2542 return FALSE;
2724 } 2543
2725 /* There isn't any good reason to store a null 2544 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has 2545 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't 2546 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings, 2547 * be here. If user wants to store empty strings,
2729 * should pass in "" 2548 * should pass in ""
2730 */ 2549 */
2731 if (value == NULL) return TRUE; 2550 if (value == NULL)
2732
2733 field = (key_value *) malloc(sizeof(key_value));
2734
2735 field->key = add_refcount(canonical_key);
2736 field->value = add_string(value);
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE; 2551 return TRUE;
2552
2553 field = new key_value;
2554
2555 field->key = canonical_key;
2556 field->value = value;
2557 /* Usual prepend-addition. */
2558 field->next = op->key_values;
2559 op->key_values = field;
2560
2561 return TRUE;
2742} 2562}
2743 2563
2744/* 2564/*
2745 * Updates the key in op to value. 2565 * Updates the key in op to value.
2746 * 2566 *
2748 * and not add new ones. 2568 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key 2569 * In general, should be little reason FALSE is ever passed in for add_key
2750 * 2570 *
2751 * Returns TRUE on success. 2571 * Returns TRUE on success.
2752 */ 2572 */
2573int
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2574set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2754 const char * canonical_key = NULL; 2575{
2755 int floating_ref = FALSE; 2576 shstr key_ (key);
2756 int ret; 2577
2578 return set_ob_key_value_s (op, key_, value, add_key);
2579}
2580
2581object::depth_iterator::depth_iterator (object *container)
2582: iterator_base (container)
2583{
2584 while (item->inv)
2585 item = item->inv;
2586}
2587
2588void
2589object::depth_iterator::next ()
2590{
2591 if (item->below)
2757 2592 {
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string 2593 item = item->below;
2759 * to get_ob_key_link(), without leaving a leaked refcount. 2594
2760 */ 2595 while (item->inv)
2596 item = item->inv;
2761 2597 }
2762 canonical_key = find_string(key); 2598 else
2763 if (canonical_key == NULL) { 2599 item = item->env;
2764 canonical_key = add_string(key);
2765 floating_ref = TRUE;
2766 }
2767
2768 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2769
2770 if (floating_ref) {
2771 free_string(canonical_key);
2772 }
2773
2774 return ret;
2775} 2600}
2601
2602// return a suitable string describing an objetc in enough detail to find it
2603const char *
2604object::debug_desc (char *info) const
2605{
2606 char info2[256 * 3];
2607 char *p = info;
2608
2609 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2610 count,
2611 &name,
2612 title ? " " : "",
2613 title ? (const char *)title : "");
2614
2615 if (env)
2616 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2617
2618 if (map)
2619 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2620
2621 return info;
2622}
2623
2624const char *
2625object::debug_desc () const
2626{
2627 static char info[256 * 3];
2628 return debug_desc (info);
2629}
2630

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