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Comparing deliantra/server/common/object.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.89 by root, Tue Dec 26 09:52:40 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.1 2006/08/13 17:16:00 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57void (*object_free_callback)(object *ob); 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 45};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 48};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
68int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
71 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
72 133
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
75 key_value * wants_field; 138 key_value *wants_field;
76 139
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
80 */ 143 */
81 144
82 /* For each field in wants, */ 145 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
84 key_value * has_field; 148 key_value *has_field;
85 149
86 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
88 154 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 155 /* No field with that name. */
91 return FALSE; 156 return FALSE;
92 } 157 }
93 158
94 /* Found the matching field. */ 159 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
96 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 163 return FALSE;
98 } 164 }
99 165
100 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 167 }
168
103 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 170 return TRUE;
105} 171}
106 172
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
109 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
111 */ 179 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 181}
114 182
115/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 184 * they can be merged together.
117 * 185 *
118 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
121 * 189 *
122 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
123 * 191 *
124 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
125 * check weight 193 * check weight
126 */ 194 */
127 195
128int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
129 197{
130 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
132 200 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 204 return 0;
140 205
206 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 209 * used to store nrof).
144 */ 210 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 212 return 0;
147 213
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 218 * flags lose any meaning.
168 */ 219 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 222
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 225
175 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
179 */ 230 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 251 return 0;
210 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
211 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
214 */ 274 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 276 return 0;
217 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
218 switch (ob1->type) { 285 switch (ob1->type)
286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
221 break; 290 break;
222
223 } 291 }
292
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
225 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
228 return 0; 298 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 300 return 0;
231 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
232 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
233 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
234 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
235 return 1; 314 return 1;
236} 315}
237 316
238/* 317/*
239 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
242 */ 321 */
243signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
244 signed long sum; 325 long sum;
245 object *inv; 326 object *inv;
327
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
247 if (inv->inv) 330 if (inv->inv)
248 sum_weight(inv); 331 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 333 }
334
251 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
253 if(op->carrying != sum) 338 if (op->carrying != sum)
254 op->carrying = sum; 339 op->carrying = sum;
340
255 return sum; 341 return sum;
256} 342}
257 343
258/** 344/**
259 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
260 */ 346 */
261 347
348object *
262object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
263 while (op->env != NULL) 351 while (op->env != NULL)
264 op = op->env; 352 op = op->env;
265 return op; 353 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 354}
280 355
281/* 356/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 358 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
285 */ 360 */
286 361
287void dump_object2(object *op) { 362char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 363dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 364{
342 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
343 367
344 if(op==NULL) 368 object_freezer freezer;
345 { 369 save_object (freezer, op, 1);
346 strcpy(outstr,"[NULL pointer]"); 370 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 371}
384 372
385/* 373/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
389 */ 377 */
390 378
379object *
391object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
392 object *tmp,*closest; 382 object *tmp, *closest;
393 int last_dist,i; 383 int last_dist, i;
384
394 if(op->more==NULL) 385 if (op->more == NULL)
395 return op; 386 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
399 return closest; 390 return closest;
400} 391}
401 392
402/* 393/*
403 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
404 */ 395 */
405 396
397object *
406object *find_object(tag_t i) { 398find_object (tag_t i)
407 object *op; 399{
408 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 401 if (op->count == i)
410 break; 402 return op;
403
411 return op; 404 return 0;
412} 405}
413 406
414/* 407/*
415 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
418 */ 411 */
419 412
413object *
420object *find_object_name(const char *str) { 414find_object_name (const char *str)
421 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
422 object *op; 417 object *op;
418
423 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 420 if (op->name == str_)
425 break; 421 break;
426 free_string(name); 422
427 return op; 423 return op;
428} 424}
429 425
426void
430void free_all_object_data(void) { 427free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 428{
472 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 430}
480
481
482 431
483/* 432/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 434 * skill and experience objects.
486 */ 435 */
487void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
488{ 438{
489 if(owner==NULL||op==NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
498 */ 448 */
499 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
501 451
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 452 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 453}
556 454
557/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 456 * refcounts and freeing the links.
559 */ 457 */
458static void
560static void free_key_values(object * op) { 459free_key_values (object *op)
561 key_value * i; 460{
562 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
563 462 {
564 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
565 467 }
566 for (i = op->key_values; i != NULL; i = next) { 468
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 469 op->key_values = 0;
577} 470}
578 471
579
580/* 472/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 event *evt;
588 event *evt2;
589
590 /* redo this to be simpler/more efficient. Was also seeing
591 * crashes in the old code. Move this to the top - am
592 * seeing periodic crashes in this code, and would like to have
593 * as much info available as possible (eg, object name).
594 */
595 for (evt = op->events; evt; evt=evt2) {
596 evt2 = evt->next;
597
598 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
599 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
600 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
601
602 free(evt);
603 }
604 op->events = NULL;
605
606 free_key_values(op);
607
608 /* the memset will clear all these values for us, but we need
609 * to reduce the refcount on them.
610 */
611 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
612 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
613 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
614 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
615 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
616 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
617 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
618 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
619 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
620
621
622 memset((void*)op, 0, sizeof (object_special));
623 /* Below here, we clear things that are not done by the memset,
624 * or set default values that are not zero.
625 */
626 /* This is more or less true */
627 SET_FLAG(op, FLAG_REMOVED);
628
629
630 op->contr = NULL;
631 op->below=NULL;
632 op->above=NULL;
633 op->inv=NULL;
634 op->events=NULL;
635 op->container=NULL;
636 op->env=NULL;
637 op->more=NULL;
638 op->head=NULL;
639 op->map=NULL;
640 op->refcount=0;
641 op->active_next = NULL;
642 op->active_prev = NULL;
643 /* What is not cleared is next, prev, and count */
644
645 op->expmul=1.0;
646 op->face = blank_face;
647 op->attacked_by_count = (tag_t) -1;
648 if (settings.casting_time)
649 op->casting_time = -1;
650
651}
652
653/*
654 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
655 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
656 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
657 * 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,
658 * 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
659 * will point at garbage. 478 * will point at garbage.
660 */ 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);
661 485
662void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
663 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
664 event *evt, *evt2, *evt_new;
665 487
666 /* Decrement the refcounts, but don't bother zeroing the fields; 488 if (is_freed)
667 they'll be overwritten by memcpy. */ 489 SET_FLAG (dst, FLAG_FREED);
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678 490
679 /* Basically, same code as from clear_object() */ 491 if (is_removed)
680 for (evt = op->events; evt; evt=evt2) { 492 SET_FLAG (dst, FLAG_REMOVED);
681 evt2 = evt->next;
682 493
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 494 if (speed < 0)
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694
695 if(is_freed) SET_FLAG(op,FLAG_FREED);
696 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
697 if(op->name!=NULL) add_refcount(op->name);
698 if(op->name_pl!=NULL) add_refcount(op->name_pl);
699 if(op->title!=NULL) add_refcount(op->title);
700 if(op->race!=NULL) add_refcount(op->race);
701 if(op->slaying!=NULL) add_refcount(op->slaying);
702 if(op->skill!=NULL) add_refcount(op->skill);
703 if(op->lore!=NULL) add_refcount(op->lore);
704 if(op->msg!=NULL) add_refcount(op->msg);
705 if(op->custom_name!=NULL) add_refcount(op->custom_name);
706 if (op->materialname != NULL) add_refcount(op->materialname);
707
708 if((op2->speed<0) && !editor)
709 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
710 496
711 /* Copy over event information */
712 evt2 = NULL;
713 for (evt = op2->events; evt; evt=evt->next) {
714 evt_new = (event *) malloc(sizeof(event));
715 memcpy(evt_new, evt, sizeof(event));
716 if (evt_new->hook) add_refcount(evt_new->hook);
717 if (evt_new->plugin) add_refcount(evt_new->plugin);
718 if (evt_new->options) add_refcount(evt_new->options);
719 evt_new->next = NULL;
720
721 /* Try to be a little clever here, and store away the
722 * last event we copied, so that its simpler to update the
723 * pointer.
724 */
725 if (evt2)
726 evt2->next = evt_new;
727 else
728 op->events = evt_new;
729
730 evt2 = evt_new;
731 }
732 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
733 if (op2->key_values != NULL) { 498 if (key_values)
734 key_value * tail = NULL; 499 {
500 key_value *tail = 0;
735 key_value * i; 501 key_value *i;
736 502
737 op->key_values = NULL; 503 dst->key_values = 0;
738 504
739 for (i = op2->key_values; i != NULL; i = i->next) { 505 for (i = key_values; i; i = i->next)
740 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 506 {
507 key_value *new_link = new key_value;
741 508
742 new_link->next = NULL; 509 new_link->next = 0;
743 new_link->key = add_refcount(i->key); 510 new_link->key = i->key;
744 if (i->value) 511 new_link->value = i->value;
745 new_link->value = add_refcount(i->value);
746 else
747 new_link->value = NULL;
748 512
749 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
750 if (op->key_values == NULL) { 514 if (!dst->key_values)
751 op->key_values = new_link; 515 {
752 tail = new_link; 516 dst->key_values = new_link;
753 } else { 517 tail = new_link;
754 tail->next = new_link; 518 }
755 tail = new_link; 519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
756 } 525 }
757 }
758 }
759
760 update_ob_speed(op);
761}
762 526
763/* 527 dst->set_speed (dst->speed);
764 * expand_objects() allocates more objects for the list of unused objects.
765 * It is called from get_object() if the unused list is empty.
766 */
767
768void expand_objects(void) {
769 int i;
770 object *obj;
771 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
772
773 if(obj==NULL)
774 fatal(OUT_OF_MEMORY);
775 free_objects=obj;
776 obj[0].prev=NULL;
777 obj[0].next= &obj[1],
778 SET_FLAG(&(obj[0]), FLAG_REMOVED);
779 SET_FLAG(&(obj[0]), FLAG_FREED);
780
781 for(i=1;i<OBJ_EXPAND-1;i++) {
782 obj[i].next= &obj[i+1],
783 obj[i].prev= &obj[i-1],
784 SET_FLAG(&(obj[i]), FLAG_REMOVED);
785 SET_FLAG(&(obj[i]), FLAG_FREED);
786 }
787 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
788 obj[OBJ_EXPAND-1].next=NULL,
789 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
791
792 nrofallocobjects += OBJ_EXPAND;
793 nroffreeobjects += OBJ_EXPAND;
794} 528}
795 529
796/*
797 * get_object() grabs an object from the list of unused objects, makes
798 * sure it is initialised, and returns it.
799 * If there are no free objects, expand_objects() is called to get more.
800 */
801
802object *get_object(void) {
803 object *op; 530object *
804 531object::clone ()
805 if(free_objects==NULL) { 532{
806 expand_objects(); 533 object *neu = create ();
807 } 534 copy_to (neu);
808 op=free_objects;
809#ifdef MEMORY_DEBUG
810 /* The idea is hopefully by doing a realloc, the memory
811 * debugging program will now use the current stack trace to
812 * report leaks.
813 */
814 op = realloc(op, sizeof(object));
815 SET_FLAG(op, FLAG_REMOVED);
816 SET_FLAG(op, FLAG_FREED);
817#endif
818
819 if(!QUERY_FLAG(op,FLAG_FREED)) {
820 LOG(llevError,"Fatal: Getting busy object.\n");
821 }
822 free_objects=op->next;
823 if(free_objects!=NULL)
824 free_objects->prev=NULL;
825 op->count= ++ob_count;
826 op->name=NULL;
827 op->name_pl=NULL;
828 op->title=NULL;
829 op->race=NULL;
830 op->slaying=NULL;
831 op->skill = NULL;
832 op->lore=NULL;
833 op->msg=NULL;
834 op->materialname=NULL;
835 op->next=objects;
836 op->prev=NULL;
837 op->active_next = NULL;
838 op->active_prev = NULL;
839 if(objects!=NULL)
840 objects->prev=op;
841 objects=op;
842 clear_object(op);
843 SET_FLAG(op,FLAG_REMOVED);
844 nroffreeobjects--;
845 return op; 535 return neu;
846} 536}
847 537
848/* 538/*
849 * 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
850 * 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
851 * 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.
852 */ 542 */
853 543
544void
854void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
855 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
856 return; 548 return;
857 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
858 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
859} 551}
860 552
861/* 553/*
862 * 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
863 * 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.
864 * 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.
865 */ 557 */
866 558void
867void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
868 extern int arch_init; 561 extern int arch_init;
869 562
870 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
871 * since they never really need to be updated. 564 * since they never really need to be updated.
872 */ 565 */
873 566 if (flag [FLAG_FREED] && speed)
874 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
875 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
876#ifdef MANY_CORES 569 speed = 0;
877 abort();
878#else
879 op->speed = 0;
880#endif
881 } 570 }
571
572 this->speed = speed;
573
882 if (arch_init) { 574 if (arch_init)
883 return;
884 }
885 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
886 /* If already on active list, don't do anything */
887 if (op->active_next || op->active_prev || op==active_objects)
888 return; 575 return;
889 576
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)
581 return;
582
890 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
891 * of the list. */ 584 * of the list. */
892 op->active_next = active_objects; 585 active_next = active_objects;
893 if (op->active_next!=NULL) 586
894 op->active_next->active_prev = op; 587 if (active_next)
895 active_objects = op; 588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else
896 } 593 {
897 else {
898 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
899 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
900 return; 596 return;
901 597
902 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
903 active_objects = op->active_next; 600 active_objects = active_next;
904 if (op->active_next!=NULL) 601
905 op->active_next->active_prev = NULL;
906 }
907 else {
908 op->active_prev->active_next = op->active_next;
909 if (op->active_next) 602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
910 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
911 } 611 }
912 op->active_next = NULL; 612
913 op->active_prev = NULL; 613 active_next = 0;
614 active_prev = 0;
914 } 615 }
915} 616}
916 617
917/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
918 * objects. 619 * objects.
920 * 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
921 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
922 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
923 * 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.
924 */ 625 */
626void
925void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
926{ 628{
927 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
928 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
929 return; 631 return;
930 632
931 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
932 active_objects = op->active_next; 635 active_objects = op->active_next;
933 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
934 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
935 } 640 {
936 else {
937 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
938 if (op->active_next) 642 if (op->active_next)
939 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
940 } 644 }
941 op->active_next = NULL; 645 op->active_next = NULL;
942 op->active_prev = NULL; 646 op->active_prev = NULL;
943} 647}
944 648
945/* 649/*
946 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
947 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
948 * 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
949 * invisible object, etc...) 653 * invisible object, etc...)
950 * 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
951 * 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
952 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
953 * 657 *
954 * 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.
955 * For example, if the only thing that has changed is the face (due to
956 * an animation), we don't need to call update_position until that actually
957 * comes into view of a player. OTOH, many other things, like addition/removal
958 * of walls or living creatures may need us to update the flags now.
959 * current action are: 659 * current action are:
960 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
961 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
962 * 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
963 * 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.
964 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
965 */ 665 */
966 666void
967void update_object(object *op, int action) { 667update_object (object *op, int action)
968 int update_now=0, flags; 668{
969 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
970 670
971 if (op == NULL) { 671 if (op == NULL)
672 {
972 /* this should never happen */ 673 /* this should never happen */
973 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
974 return; 675 return;
975 }
976 676 }
977 if(op->env!=NULL) { 677
678 if (op->env)
679 {
978 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
979 * to do in this case. 681 * to do in this case.
980 */ 682 */
981 return; 683 return;
982 } 684 }
983 685
984 /* 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
985 * going to get freed anyways. 687 * going to get freed anyways.
986 */ 688 */
987 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
988 690 return;
691
989 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
990 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)
991 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
992 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
993#ifdef MANY_CORES 696#ifdef MANY_CORES
994 abort(); 697 abort ();
995#endif 698#endif
996 return; 699 return;
997 }
998 700 }
999 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1000 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1001 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1002 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1003 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1004 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1005 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
1006 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
1007 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1008 update_now=1;
1009
1010 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1011 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1012 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1013 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1014 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
1015 716 || (m.move_off | op->move_off ) != m.move_off
1016 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 717 || (m.move_slow | op->move_slow) != m.move_slow
1017 update_now=1;
1018
1019 if ((move_on | op->move_on) != move_on) update_now=1;
1020 if ((move_off | op->move_off) != move_off) update_now=1;
1021 /* 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
1022 * to have move_allow right now. 719 * to have move_allow right now.
1023 */ 720 */
1024 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1025 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1026 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
1027 } 724 }
1028 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
1029 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
1030 * that is being removed. 727 * that is being removed.
1031 */ 728 */
1032 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1033 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
1034 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
1035 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
1036 }
1037 else { 733 else
1038 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
1039 }
1040 735
1041 if (update_now) {
1042 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1043 update_position(op->map, op->x, op->y);
1044 }
1045
1046 if(op->more!=NULL) 736 if (op->more)
1047 update_object(op->more, action); 737 update_object (op->more, action);
1048} 738}
1049 739
740object::vector object::objects; // not yet used
741object *object::first;
1050 742
1051/* 743object::object ()
1052 * free_object() frees everything allocated by an object, removes 744{
1053 * it from the list of used objects, and puts it on the list of
1054 * free objects. The IS_FREED() flag is set in the object.
1055 * The object must have been removed by remove_ob() first for
1056 * this function to succeed.
1057 *
1058 * If free_inventory is set, free inventory as well. Else drop items in
1059 * inventory to the ground.
1060 */
1061
1062void free_object(object *ob) {
1063 free_object2(ob, 0);
1064}
1065void free_object2(object *ob, int free_inventory) {
1066 object *tmp,*op;
1067
1068 if (object_free_callback)
1069 object_free_callback (ob);
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1072 LOG(llevDebug,"Free object called with non removed object\n");
1073 dump_object(ob);
1074#ifdef MANY_CORES
1075 abort();
1076#endif
1077 }
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob);
1081 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) {
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 }
1087 if(ob->more!=NULL) {
1088 free_object2(ob->more, free_inventory);
1089 ob->more=NULL;
1090 }
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects
1094 * drop on that space.
1095 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1098 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below;
1102 remove_ob(op);
1103 free_object2(op, free_inventory);
1104 op=tmp;
1105 }
1106 }
1107 else { /* Put objects in inventory onto this space */
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114 free_object(op);
1115 else {
1116 op->x=ob->x;
1117 op->y=ob->y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119 }
1120 op=tmp;
1121 }
1122 }
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127
1128 SET_FLAG(ob, FLAG_FREED); 745 SET_FLAG (this, FLAG_REMOVED);
1129 ob->count = 0;
1130 746
747 expmul = 1.0;
748 face = blank_face;
749}
750
751object::~object ()
752{
753 free_key_values (this);
754}
755
756void object::link ()
757{
758 count = ++ob_count;
759 uuid = gen_uuid ();
760
761 prev = 0;
762 next = object::first;
763
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
1131 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) { 776 if (prev) prev->next = next;
1133 objects=ob->next; 777 if (next) next->prev = prev;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152 778
779 prev = 0;
780 next = 0;
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
1153 795 {
1154 /* Why aren't events freed? */ 796 while (inv)
1155 free_key_values(ob); 797 inv->destroy ();
798 }
799 else
800 { /* Put objects in inventory onto this space */
801 while (inv)
802 {
803 object *op = inv;
1156 804
1157#if 0 /* MEMORY_DEBUG*/ 805 if (op->flag [FLAG_STARTEQUIP]
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 806 || op->flag [FLAG_NO_DROP]
1159 * presumes the freed_object will stick around for at least a little 807 || op->type == RUNE
1160 * bit 808 || op->type == TRAP
1161 */ 809 || op->flag [FLAG_IS_A_TEMPLATE])
1162 /* this is necessary so that memory debugging programs will 810 op->destroy ();
1163 * be able to accurately report source of malloc. If we recycle 811 else
1164 * objects, then some other area may be doing the get_object 812 {
1165 * and not freeing it, but the original one that malloc'd the 813 op->remove ();
1166 * object will get the blame. 814 op->x = x;
1167 */ 815 op->y = y;
1168 free(ob); 816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1169#else 817 }
1170 818 }
1171 /* Now link it with the free_objects list: */ 819 }
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179} 820}
1180 821
1181/* 822object *object::create ()
1182 * count_free() returns the number of objects on the list of free objects. 823{
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects; 824 object *op = new object;
1188 while(tmp!=NULL) 825 op->link ();
1189 tmp=tmp->next, i++;
1190 return i; 826 return op;
1191} 827}
1192 828
1193/* 829void
1194 * count_used() returns the number of objects on the list of used objects. 830object::do_destroy ()
1195 */ 831{
832 attachable::do_destroy ();
1196 833
1197int count_used(void) { 834 if (flag [FLAG_IS_LINKED])
1198 int i=0; 835 remove_button_link (this);
1199 object *tmp=objects; 836
1200 while(tmp!=NULL) 837 if (flag [FLAG_FRIENDLY])
1201 tmp=tmp->next, i++; 838 remove_friendly_object (this);
839
840 if (!flag [FLAG_REMOVED])
841 remove ();
842
843 if (flag [FLAG_FREED])
1202 return i; 844 return;
1203}
1204 845
1205/* 846 flag [FLAG_FREED] = 1;
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208 847
1209int count_active(void) { 848 destroy_inv (true);
1210 int i=0; 849 set_speed (0);
1211 object *tmp=active_objects; 850 unlink ();
1212 while(tmp!=NULL) 851
1213 tmp=tmp->active_next, i++; 852 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
865 }
866
867 map = freed_map;
868 x = 1;
869 y = 1;
870 }
871
872 head = 0;
873
874 if (more)
875 {
876 more->destroy ();
877 more = 0;
878 }
879
880 // clear those pointers that likely might have circular references to us
881 owner = 0;
882 enemy = 0;
883 attacked_by = 0;
884
885 // only relevant for players(?), but make sure of it anyways
886 contr = 0;
887}
888
889void
890object::destroy (bool destroy_inventory)
891{
892 if (destroyed ())
1214 return i; 893 return;
894
895 if (destroy_inventory)
896 destroy_inv (false);
897
898 attachable::destroy ();
1215} 899}
1216 900
1217/* 901/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 902 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 903 * weight of an object (and what is carried by it's environment(s)).
1220 */ 904 */
1221 905void
1222void sub_weight (object *op, signed long weight) { 906sub_weight (object *op, signed long weight)
907{
1223 while (op != NULL) { 908 while (op != NULL)
909 {
1224 if (op->type == CONTAINER) { 910 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 911 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 912
1227 op->carrying-=weight; 913 op->carrying -= weight;
1228 op = op->env; 914 op = op->env;
1229 } 915 }
1230} 916}
1231 917
1232/* remove_ob(op): 918/* op->remove ():
1233 * This function removes the object op from the linked list of objects 919 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the 920 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 921 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 922 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 923 * the previous environment.
1238 * Beware: This function is called from the editor as well! 924 * Beware: This function is called from the editor as well!
1239 */ 925 */
1240 926void
1241void remove_ob(object *op) { 927object::remove ()
928{
1242 object *tmp,*last=NULL; 929 object *tmp, *last = 0;
1243 object *otmp; 930 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 931
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 932 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 933 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 934
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED); 935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this);
1270 937
938 if (more)
939 more->remove ();
940
1271 /* 941 /*
1272 * In this case, the object to be removed is in someones 942 * In this case, the object to be removed is in someones
1273 * inventory. 943 * inventory.
1274 */ 944 */
1275 if(op->env!=NULL) { 945 if (env)
1276 if(op->nrof) 946 {
947 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 948 sub_weight (env, weight * nrof);
1278 else 949 else
1279 sub_weight(op->env, op->weight+op->carrying); 950 sub_weight (env, weight + carrying);
1280 951
1281 /* NO_FIX_PLAYER is set when a great many changes are being 952 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 953 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 954 * to save cpu time.
1284 */ 955 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 957 otmp->update_stats ();
1287 fix_player(otmp);
1288 958
1289 if(op->above!=NULL) 959 if (above != NULL)
1290 op->above->below=op->below; 960 above->below = below;
1291 else 961 else
1292 op->env->inv=op->below; 962 env->inv = below;
1293 963
1294 if(op->below!=NULL) 964 if (below != NULL)
1295 op->below->above=op->above; 965 below->above = above;
1296 966
1297 /* we set up values so that it could be inserted into 967 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 968 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 969 * to the caller to decide what we want to do.
1300 */ 970 */
1301 op->x=op->env->x,op->y=op->env->y; 971 x = env->x, y = env->y;
1302 op->ox=op->x,op->oy=op->y; 972 map = env->map;
1303 op->map=op->env->map; 973 above = 0, below = 0;
1304 op->above=NULL,op->below=NULL; 974 env = 0;
1305 op->env=NULL; 975 }
1306 return; 976 else if (map)
1307 } 977 {
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had 978 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about 979 * lots of logic for things we no longer care about
1332 */ 980 */
1333 981
1334 /* link the object above us */ 982 /* link the object above us */
1335 if (op->above) 983 if (above)
1336 op->above->below=op->below; 984 above->below = below;
1337 else 985 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 986 map->at (x, y).top = below; /* we were top, set new top */
1339 987
1340 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1341 if(op->below) { 989 if (below)
1342 op->below->above=op->above; 990 below->above = above;
1343 } else { 991 else
992 {
1344 /* Nothing below, which means we need to relink map object for this space 993 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is 994 * use translated coordinates in case some oddness with map tiling is
1346 * evident 995 * evident
1347 */ 996 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 997 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 998 {
999 char *dump = dump_object (this);
1000 LOG (llevError,
1350 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1001 "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);
1351 dump_object(GET_MAP_OB(m,x,y)); 1002 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 1003 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 1004 LOG (llevError, "%s\n", dump);
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1005 free (dump);
1355 } 1006 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1007
1008 map->at (x, y).bot = above; /* goes on above it. */
1009 }
1010
1011 above = 0;
1012 below = 0;
1013
1359 if (op->map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1360 return; 1015 return;
1361 1016
1362 tag = op->count; 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1018
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1019 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1020 {
1365 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1366 * being removed. 1022 * being removed.
1367 */ 1023 */
1368 1024
1369 if(tmp->type==PLAYER && tmp!=op) { 1025 if (tmp->type == PLAYER && tmp != this)
1026 {
1370 /* If a container that the player is currently using somehow gets 1027 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1028 * removed (most likely destroyed), update the player view
1372 * appropriately. 1029 * appropriately.
1373 */ 1030 */
1374 if (tmp->container==op) { 1031 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1032 {
1376 tmp->container=NULL; 1033 flag [FLAG_APPLIED] = 0;
1377 } 1034 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1035 }
1379 } 1036
1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1039 }
1040
1380 /* See if player moving off should effect something */ 1041 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1042 if (check_walk_off
1043 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1045 {
1046 move_apply (tmp, this, 0);
1383 1047
1384 move_apply(tmp, op, NULL); 1048 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1050 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1051
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1053
1393 if(tmp->above == tmp) 1054 if (tmp->above == tmp)
1394 tmp->above = NULL; 1055 tmp->above = 0;
1395 last=tmp; 1056
1396 } 1057 last = tmp;
1058 }
1059
1397 /* last == NULL of there are no objects on this space */ 1060 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1061 if (!last)
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1062 map->at (x, y).flags_ = P_NEED_UPDATE;
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else 1063 else
1408 update_object(last, UP_OBJ_REMOVE); 1064 update_object (last, UP_OBJ_REMOVE);
1409 1065
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1067 update_all_los (map, x, y);
1412 1068 }
1413} 1069}
1414 1070
1415/* 1071/*
1416 * merge_ob(op,top): 1072 * merge_ob(op,top):
1417 * 1073 *
1418 * This function goes through all objects below and including top, and 1074 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1075 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1076 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1077 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1078 */
1423 1079object *
1424object *merge_ob(object *op, object *top) { 1080merge_ob (object *op, object *top)
1081{
1425 if(!op->nrof) 1082 if (!op->nrof)
1426 return 0; 1083 return 0;
1427 if(top==NULL) 1084
1085 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1086 for (top = op; top && top->above; top = top->above)
1087 ;
1088
1429 for(;top!=NULL;top=top->below) { 1089 for (; top; top = top->below)
1090 {
1430 if(top==op) 1091 if (top == op)
1431 continue; 1092 continue;
1432 if (CAN_MERGE(op,top)) 1093
1433 { 1094 if (object::can_merge (op, top))
1095 {
1434 top->nrof+=op->nrof; 1096 top->nrof += op->nrof;
1097
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1098/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1099 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1100 op->destroy ();
1438 free_object(op);
1439 return top; 1101 return top;
1440 } 1102 }
1441 } 1103 }
1104
1442 return NULL; 1105 return 0;
1443} 1106}
1444 1107
1445/* 1108/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1109 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1110 * job preparing multi-part monsters
1448 */ 1111 */
1112object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1113insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1114{
1450 object* tmp; 1115 object *tmp;
1116
1451 if (op->head) 1117 if (op->head)
1452 op=op->head; 1118 op = op->head;
1119
1453 for (tmp=op;tmp;tmp=tmp->more){ 1120 for (tmp = op; tmp; tmp = tmp->more)
1121 {
1454 tmp->x=x+tmp->arch->clone.x; 1122 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1123 tmp->y = y + tmp->arch->clone.y;
1456 } 1124 }
1125
1457 return insert_ob_in_map (op, m, originator, flag); 1126 return insert_ob_in_map (op, m, originator, flag);
1458} 1127}
1459 1128
1460/* 1129/*
1461 * insert_ob_in_map (op, map, originator, flag): 1130 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1131 * This function inserts the object in the two-way linked list
1475 * Return value: 1144 * Return value:
1476 * new object if 'op' was merged with other object 1145 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1146 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1147 * just 'op' otherwise
1479 */ 1148 */
1480 1149object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1151{
1483 object *tmp, *top, *floor=NULL; 1152 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1153 sint16 x, y;
1485 1154
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1155 if (QUERY_FLAG (op, FLAG_FREED))
1156 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1157 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1158 return NULL;
1159 }
1160
1161 if (m == NULL)
1489 } 1162 {
1490 if(m==NULL) { 1163 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1164 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1165 free (dump);
1166 return op;
1494 } 1167 }
1168
1495 if(out_of_map(m,op->x,op->y)) { 1169 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1170 {
1171 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1172 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1173#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1174 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting 1175 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1176 * improperly inserted.
1502 */ 1177 */
1503 abort(); 1178 abort ();
1504#endif 1179#endif
1505 return op; 1180 free (dump);
1181 return op;
1506 } 1182 }
1183
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1184 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1185 {
1186 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1188 free (dump);
1189 return op;
1190 }
1191
1192 if (op->more)
1511 } 1193 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1194 /* The part may be on a different map. */
1514 1195
1515 object *more = op->more; 1196 object *more = op->more;
1516 1197
1517 /* We really need the caller to normalize coordinates - if 1198 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1199 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate 1200 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1201 * is clear wrong do we normalize it.
1521 */ 1202 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1203 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y); 1204 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1205 else if (!more->map)
1206 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1207 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1208 * more->map should always point to the parent.
1530 */ 1209 */
1531 more->map = m; 1210 more->map = m;
1532 } 1211 }
1533 1212
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1214 {
1535 if ( ! op->head) 1215 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL; 1217
1538 } 1218 return 0;
1219 }
1539 } 1220 }
1221
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1222 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1223
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot 1224 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now 1225 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1226 * need extra work
1549 */ 1227 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1228 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1229 x = op->x;
1552 y = op->y; 1230 y = op->y;
1553 1231
1554 /* this has to be done after we translate the coordinates. 1232 /* this has to be done after we translate the coordinates.
1555 */ 1233 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1234 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1236 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1237 {
1560 remove_ob(tmp); 1238 op->nrof += tmp->nrof;
1561 free_object(tmp); 1239 tmp->destroy ();
1562 } 1240 }
1563 }
1564 1241
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1242 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1243 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1244
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1245 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1246 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1247
1570 if (flag & INS_BELOW_ORIGINATOR) { 1248 if (flag & INS_BELOW_ORIGINATOR)
1249 {
1571 if (originator->map != op->map || originator->x != op->x || 1250 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1251 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1252 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1253 abort ();
1575 } 1254 }
1255
1576 op->above = originator; 1256 op->above = originator;
1577 op->below = originator->below; 1257 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1258
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1259 if (op->below)
1260 op->below->above = op;
1261 else
1262 op->ms ().bot = op;
1263
1580 /* since *below* originator, no need to update top */ 1264 /* since *below* originator, no need to update top */
1581 originator->below = op; 1265 originator->below = op;
1582 } else { 1266 }
1267 else
1268 {
1583 /* If there are other objects, then */ 1269 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1270 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1271 {
1585 object *last=NULL; 1272 object *last = NULL;
1586 /* 1273
1274 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1275 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1276 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1277 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1278 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1279 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1280 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of 1281 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time 1282 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed 1283 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1284 * that flying non pickable objects are spell objects.
1597 */ 1285 */
1598 1286
1599 while (top != NULL) { 1287 while (top != NULL)
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1288 {
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1289 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1602 if (QUERY_FLAG(top, FLAG_NO_PICK) 1290 floor = top;
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1291
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1292 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1605 { 1293 {
1606 /* We insert above top, so we want this object below this */ 1294 /* We insert above top, so we want this object below this */
1607 top=top->below; 1295 top = top->below;
1608 break; 1296 break;
1609 } 1297 }
1610 last = top; 1298
1611 top = top->above; 1299 last = top;
1612 } 1300 top = top->above;
1301 }
1302
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1303 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1304 top = last;
1615 1305
1616 /* We let update_position deal with figuring out what the space 1306 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1307 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1308 * makes things faster, and effectively the same result.
1619 */ 1309 */
1620 1310
1621 /* Have object 'fall below' other objects that block view. 1311 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1312 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1313 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1314 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1315 * stacking is a bit odd.
1626 */ 1316 */
1627 if (!(flag & INS_ON_TOP) && 1317 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1318 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1629 (op->face && !op->face->visibility)) { 1319 {
1630 for (last=top; last != floor; last=last->below) 1320 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1322 break;
1632 /* Check to see if we found the object that blocks view, 1323 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1324 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1325 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1326 * set top to the object below us.
1636 */ 1327 */
1637 if (last && last->below && last != floor) top=last->below; 1328 if (last && last->below && last != floor)
1638 } 1329 top = last->below;
1639 } /* If objects on this space */ 1330 }
1331 } /* If objects on this space */
1332
1640 if (flag & INS_MAP_LOAD) 1333 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1334 top = GET_MAP_TOP (op->map, op->x, op->y);
1335
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1336 if (flag & INS_ABOVE_FLOOR_ONLY)
1337 top = floor;
1643 1338
1644 /* Top is the object that our object (op) is going to get inserted above. 1339 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1340 */
1646 1341
1647 /* First object on this space */ 1342 /* First object on this space */
1648 if (!top) { 1343 if (!top)
1344 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1345 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1346
1347 if (op->above)
1348 op->above->below = op;
1349
1651 op->below = NULL; 1350 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1351 op->ms ().bot = op;
1653 } else { /* get inserted into the stack above top */ 1352 }
1353 else
1354 { /* get inserted into the stack above top */
1654 op->above = top->above; 1355 op->above = top->above;
1655 if (op->above) op->above->below = op; 1356
1357 if (op->above)
1358 op->above->below = op;
1359
1656 op->below = top; 1360 op->below = top;
1657 top->above = op; 1361 top->above = op;
1658 } 1362 }
1363
1659 if (op->above==NULL) 1364 if (op->above == NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1365 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1366 } /* else not INS_BELOW_ORIGINATOR */
1662 1367
1663 if(op->type==PLAYER) 1368 if (op->type == PLAYER)
1664 op->contr->do_los=1; 1369 op->contr->do_los = 1;
1665 1370
1666 /* If we have a floor, we know the player, if any, will be above 1371 /* If we have a floor, we know the player, if any, will be above
1667 * it, so save a few ticks and start from there. 1372 * it, so save a few ticks and start from there.
1668 */ 1373 */
1669 if (!(flag & INS_MAP_LOAD)) 1374 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1375 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1376 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1377 pl->contr->ns->floorbox_update ();
1673 }
1674 1378
1675 /* If this object glows, it may affect lighting conditions that are 1379 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1380 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players 1381 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well 1382 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1383 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1384 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1385 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1386 * of effect may be sufficient.
1683 */ 1387 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1388 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1389 update_all_los (op->map, op->x, op->y);
1686 1390
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1391 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1392 update_object (op, UP_OBJ_INSERT);
1690 1393
1394 INVOKE_OBJECT (INSERT, op);
1691 1395
1692 /* Don't know if moving this to the end will break anything. However, 1396 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this. 1397 * we want to have floorbox_update called before calling this.
1694 * 1398 *
1695 * check_move_on() must be after this because code called from 1399 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1400 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1401 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1402 * update_object().
1699 */ 1403 */
1700 1404
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1405 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1406 if (!(flag & INS_NO_WALK_ON) && !op->head)
1407 {
1704 if (check_move_on(op, originator)) 1408 if (check_move_on (op, originator))
1705 return NULL; 1409 return 0;
1706 1410
1707 /* If we are a multi part object, lets work our way through the check 1411 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1412 * walk on's.
1709 */ 1413 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1414 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1415 if (check_move_on (tmp, originator))
1712 return NULL; 1416 return 0;
1713 } 1417 }
1418
1714 return op; 1419 return op;
1715} 1420}
1716 1421
1717/* this function inserts an object in the map, but if it 1422/* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first. 1423 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map. 1424 * op is the object to insert it under: supplies x and the map.
1720 */ 1425 */
1426void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1427replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1428{
1723 object *tmp1; 1429 object *tmp, *tmp1;
1724 1430
1725 /* first search for itself and remove any old instances */ 1431 /* first search for itself and remove any old instances */
1726 1432
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1435 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1436
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1437 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1438
1736 1439 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1440 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1441 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1442}
1740 1443
1741/* 1444/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1445 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743 * is returned contains nr objects, and the remaining parts contains 1446 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1447 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1448 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1449 * global static errmsg array.
1747 */ 1450 */
1748 1451
1452object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1453get_split_ob (object *orig_ob, uint32 nr)
1454{
1750 object *newob; 1455 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1457
1753 if(orig_ob->nrof<nr) { 1458 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 } 1459 {
1460 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1461 return NULL;
1462 }
1463
1758 newob = object_create_clone(orig_ob); 1464 newob = object_create_clone (orig_ob);
1465
1759 if((orig_ob->nrof-=nr)<1) { 1466 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1467 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1468 else if (!is_removed)
1469 {
1765 if(orig_ob->env!=NULL) 1470 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1471 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1472 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1473 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1474 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n"); 1475 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1476 return NULL;
1772 } 1477 }
1773 } 1478 }
1479
1774 newob->nrof=nr; 1480 newob->nrof = nr;
1775 1481
1776 return newob; 1482 return newob;
1777} 1483}
1778 1484
1779/* 1485/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1486 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1487 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1488 * is subsequently removed and freed.
1783 * 1489 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1490 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1491 */
1786 1492
1493object *
1787object *decrease_ob_nr (object *op, uint32 i) 1494decrease_ob_nr (object *op, uint32 i)
1788{ 1495{
1789 object *tmp; 1496 object *tmp;
1790 player *pl;
1791 1497
1792 if (i == 0) /* objects with op->nrof require this check */ 1498 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1499 return op;
1794 1500
1795 if (i > op->nrof) 1501 if (i > op->nrof)
1796 i = op->nrof; 1502 i = op->nrof;
1797 1503
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1504 if (QUERY_FLAG (op, FLAG_REMOVED))
1505 op->nrof -= i;
1506 else if (op->env)
1507 {
1508 /* is this object in the players inventory, or sub container
1509 * therein?
1510 */
1511 tmp = op->in_player ();
1512 /* nope. Is this a container the player has opened?
1513 * If so, set tmp to that player.
1514 * IMO, searching through all the players will mostly
1515 * likely be quicker than following op->env to the map,
1516 * and then searching the map for a player.
1517 */
1518 if (!tmp)
1519 for_all_players (pl)
1520 if (pl->ob->container == op->env)
1521 {
1522 tmp = pl->ob;
1523 break;
1524 }
1525
1526 if (i < op->nrof)
1527 {
1528 sub_weight (op->env, op->weight * i);
1529 op->nrof -= i;
1530 if (tmp)
1531 esrv_send_item (tmp, op);
1532 }
1533 else
1534 {
1535 op->remove ();
1536 op->nrof = 0;
1537 if (tmp)
1538 esrv_del_item (tmp->contr, op->count);
1539 }
1799 { 1540 }
1541 else
1542 {
1543 object *above = op->above;
1544
1545 if (i < op->nrof)
1800 op->nrof -= i; 1546 op->nrof -= i;
1801 }
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else { 1547 else
1548 {
1828 remove_ob (op); 1549 op->remove ();
1829 op->nrof = 0; 1550 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 }
1833 } 1551 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1552
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */ 1553 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1554 for (tmp = above; tmp; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1555 if (tmp->type == PLAYER)
1556 {
1848 if (op->nrof) 1557 if (op->nrof)
1849 esrv_send_item(tmp, op); 1558 esrv_send_item (tmp, op);
1850 else 1559 else
1851 esrv_del_item(tmp->contr, op->count); 1560 esrv_del_item (tmp->contr, op->count);
1852 } 1561 }
1853 } 1562 }
1854 1563
1855 if (op->nrof) { 1564 if (op->nrof)
1856 return op; 1565 return op;
1857 } else { 1566 else
1858 free_object (op); 1567 {
1568 op->destroy ();
1859 return NULL; 1569 return 0;
1860 } 1570 }
1861} 1571}
1862 1572
1863/* 1573/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1574 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1575 * and also updates how much the environment(s) is/are carrying.
1866 */ 1576 */
1867 1577
1578void
1868void add_weight (object *op, signed long weight) { 1579add_weight (object *op, signed long weight)
1580{
1869 while (op!=NULL) { 1581 while (op != NULL)
1582 {
1870 if (op->type == CONTAINER) { 1583 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1584 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1585
1873 op->carrying+=weight; 1586 op->carrying += weight;
1874 op=op->env; 1587 op = op->env;
1875 } 1588 }
1876} 1589}
1877 1590
1591object *
1592insert_ob_in_ob (object *op, object *where)
1593{
1594 if (!where)
1595 {
1596 char *dump = dump_object (op);
1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598 free (dump);
1599 return op;
1600 }
1601
1602 if (where->head)
1603 {
1604 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 where = where->head;
1606 }
1607
1608 return where->insert (op);
1609}
1610
1878/* 1611/*
1879 * insert_ob_in_ob(op,environment): 1612 * env->insert (op)
1880 * This function inserts the object op in the linked list 1613 * This function inserts the object op in the linked list
1881 * inside the object environment. 1614 * inside the object environment.
1882 * 1615 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1616 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1617 * be != op, if items are merged. -Tero
1890 */ 1618 */
1891 1619
1892object *insert_ob_in_ob(object *op,object *where) { 1620object *
1621object::insert (object *op)
1622{
1893 object *tmp, *otmp; 1623 object *tmp, *otmp;
1894 1624
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1625 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1626 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1627
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1628 if (op->more)
1629 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1631 return op;
1914 } 1632 }
1633
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1635 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1636 if (op->nrof)
1637 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1638 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1639 if (object::can_merge (tmp, op))
1640 {
1920 /* return the original object and remove inserted object 1641 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1642 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1643 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1644 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1645 * tmp->nrof, we need to increase the weight.
1925 */ 1646 */
1926 add_weight (where, op->weight*op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1648 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1649 op->destroy (); /* free the inserted object */
1929 op = tmp; 1650 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1651 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1652 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1653 break;
1933 } 1654 }
1934 1655
1935 /* I assume combined objects have no inventory 1656 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1657 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1658 * (if it was possible to merge). calling remove_ob will subtract
1938 * the weight, so we need to add it in again, since we actually do 1659 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1660 * the linking below
1940 */ 1661 */
1941 add_weight (where, op->weight*op->nrof); 1662 add_weight (this, op->weight * op->nrof);
1663 }
1942 } else 1664 else
1943 add_weight (where, (op->weight+op->carrying)); 1665 add_weight (this, (op->weight + op->carrying));
1944 1666
1945 otmp=is_player_inv(where); 1667 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1668 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1670 otmp->update_stats ();
1949 }
1950 1671
1951 op->map=NULL; 1672 op->map = 0;
1952 op->env=where; 1673 op->env = this;
1953 op->above=NULL; 1674 op->above = 0;
1954 op->below=NULL; 1675 op->below = 0;
1955 op->x=0,op->y=0; 1676 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1677
1958 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1679 if ((op->glow_radius != 0) && map)
1960 { 1680 {
1961#ifdef DEBUG_LIGHTS 1681#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1683#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1684 if (map->darkness)
1685 update_all_los (map, x, y);
1966 } 1686 }
1967 1687
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1688 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1689 * It sure simplifies this function...
1970 */ 1690 */
1971 if (where->inv==NULL) 1691 if (!inv)
1972 where->inv=op; 1692 inv = op;
1973 else { 1693 else
1694 {
1974 op->below = where->inv; 1695 op->below = inv;
1975 op->below->above = op; 1696 op->below->above = op;
1976 where->inv = op; 1697 inv = op;
1977 } 1698 }
1699
1700 INVOKE_OBJECT (INSERT, this);
1701
1978 return op; 1702 return op;
1979} 1703}
1980 1704
1981/* 1705/*
1982 * Checks if any objects has a move_type that matches objects 1706 * Checks if any objects has a move_type that matches objects
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1721 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects 1722 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1723 * on top.
2000 */ 1724 */
2001 1725
1726int
2002int check_move_on (object *op, object *originator) 1727check_move_on (object *op, object *originator)
2003{ 1728{
2004 object *tmp; 1729 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1730 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1731 int x = op->x, y = op->y;
1732
2008 MoveType move_on, move_slow, move_block; 1733 MoveType move_on, move_slow, move_block;
2009 1734
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1735 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1736 return 0;
1737
1738 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1739 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1740 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1741
1742 /* if nothing on this space will slow op down or be applied,
1743 * no need to do checking below. have to make sure move_type
1744 * is set, as lots of objects don't have it set - we treat that
1745 * as walking.
1746 */
1747 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1748 return 0;
1749
1750 /* This is basically inverse logic of that below - basically,
1751 * if the object can avoid the move on or slow move, they do so,
1752 * but can't do it if the alternate movement they are using is
1753 * blocked. Logic on this seems confusing, but does seem correct.
1754 */
1755 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1756 return 0;
1757
1758 /* The objects have to be checked from top to bottom.
1759 * Hence, we first go to the top:
1760 */
1761
1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1763 {
1764 /* Trim the search when we find the first other spell effect
1765 * this helps performance so that if a space has 50 spell objects,
1766 * we don't need to check all of them.
1767 */
1768 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1769 break;
1770 }
1771
1772 for (; tmp; tmp = tmp->below)
1773 {
1774 if (tmp == op)
1775 continue; /* Can't apply yourself */
1776
1777 /* Check to see if one of the movement types should be slowed down.
1778 * Second check makes sure that the movement types not being slowed
1779 * (~slow_move) is not blocked on this space - just because the
1780 * space doesn't slow down swimming (for example), if you can't actually
1781 * swim on that space, can't use it to avoid the penalty.
1782 */
1783 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1784 {
1785 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1786 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1787 {
1788
1789 float
1790 diff = tmp->move_slow_penalty * FABS (op->speed);
1791
1792 if (op->type == PLAYER)
1793 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1794 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1795 diff /= 4.0;
1796
1797 op->speed_left -= diff;
1798 }
1799 }
1800
1801 /* Basically same logic as above, except now for actual apply. */
1802 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1803 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1804 {
1805 move_apply (tmp, op, originator);
1806
1807 if (op->destroyed ())
1808 return 1;
1809
1810 /* what the person/creature stepped onto has moved the object
1811 * someplace new. Don't process any further - if we did,
1812 * have a feeling strange problems would result.
1813 */
1814 if (op->map != m || op->x != x || op->y != y)
1815 return 0;
1816 }
1817 }
1818
1819 return 0;
2091} 1820}
2092 1821
2093/* 1822/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1823 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1824 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1825 * The first matching object is returned, or NULL if none.
2097 */ 1826 */
2098 1827object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1828present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1829{
2101 if(m==NULL || out_of_map(m,x,y)) { 1830 if (m == NULL || out_of_map (m, x, y))
1831 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1832 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1833 return NULL;
2104 } 1834 }
1835
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1837 if (tmp->arch == at)
2107 return tmp; 1838 return tmp;
1839
2108 return NULL; 1840 return NULL;
2109} 1841}
2110 1842
2111/* 1843/*
2112 * present(type, map, x, y) searches for any objects with 1844 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1845 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
2115 */ 1847 */
2116 1848object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1849present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1850{
2119 if(out_of_map(m,x,y)) { 1851 if (out_of_map (m, x, y))
1852 {
2120 LOG(llevError,"Present called outside map.\n"); 1853 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1854 return NULL;
2122 } 1855 }
1856
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 1858 if (tmp->type == type)
2125 return tmp; 1859 return tmp;
1860
2126 return NULL; 1861 return NULL;
2127} 1862}
2128 1863
2129/* 1864/*
2130 * present_in_ob(type, object) searches for any objects with 1865 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1866 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2133 */ 1868 */
2134 1869object *
2135object *present_in_ob(unsigned char type, const object *op) { 1870present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1871{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1873 if (tmp->type == type)
2139 return tmp; 1874 return tmp;
1875
2140 return NULL; 1876 return NULL;
2141} 1877}
2142 1878
2143/* 1879/*
2144 * present_in_ob (type, str, object) searches for any objects with 1880 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1888 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1889 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1890 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1891 * to be unique.
2156 */ 1892 */
2157 1893object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1894present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1895{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1897 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1898 return tmp;
2164 } 1899
2165 return NULL; 1900 return 0;
2166} 1901}
2167 1902
2168/* 1903/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1904 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1905 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2172 */ 1907 */
2173 1908object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1909present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1910{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1912 if (tmp->arch == at)
2178 return tmp; 1913 return tmp;
1914
2179 return NULL; 1915 return NULL;
2180} 1916}
2181 1917
2182/* 1918/*
2183 * activate recursively a flag on an object inventory 1919 * activate recursively a flag on an object inventory
2184 */ 1920 */
1921void
2185void flag_inv(object*op, int flag){ 1922flag_inv (object *op, int flag)
2186 object *tmp; 1923{
2187 if(op->inv) 1924 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1926 {
2189 SET_FLAG(tmp, flag); 1927 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1928 flag_inv (tmp, flag);
2191 } 1929 }
1930}
1931
2192}/* 1932/*
2193 * desactivate recursively a flag on an object inventory 1933 * deactivate recursively a flag on an object inventory
2194 */ 1934 */
1935void
2195void unflag_inv(object*op, int flag){ 1936unflag_inv (object *op, int flag)
2196 object *tmp; 1937{
2197 if(op->inv) 1938 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1939 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1940 {
2199 CLEAR_FLAG(tmp, flag); 1941 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1942 unflag_inv (tmp, flag);
2201 } 1943 }
2202} 1944}
2203 1945
2204/* 1946/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1948 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1949 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function. 1950 * him/her-self and all object carried by a call to this function.
2209 */ 1951 */
2210 1952void
2211void set_cheat(object *op) { 1953set_cheat (object *op)
1954{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1955 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1956 flag_inv (op, FLAG_WAS_WIZ);
2214} 1957}
2215 1958
2216/* 1959/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1960 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain 1961 * a spot at the given map and coordinates which will be able to contain
2232 * because arch_blocked (now ob_blocked) needs to know the movement type 1975 * because arch_blocked (now ob_blocked) needs to know the movement type
2233 * to know if the space in question will block the object. We can't use 1976 * to know if the space in question will block the object. We can't use
2234 * the archetype because that isn't correct if the monster has been 1977 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1978 * customized, changed states, etc.
2236 */ 1979 */
2237 1980int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1981find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1982{
2239 int i,index=0, flag; 1983 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 1984 int altern[SIZEOFFREE];
2241 1985
2242 for(i=start;i<stop;i++) { 1986 for (int i = start; i < stop; i++)
1987 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1988 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 1989 if (!flag)
2245 altern[index++]=i; 1990 altern [index++] = i;
2246 1991
2247 /* Basically, if we find a wall on a space, we cut down the search size. 1992 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 1993 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 1994 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 1995 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 1996 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 1997 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 1998 * won't look 2 spaces south of the target space.
2254 */ 1999 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2000 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2001 stop = maxfree[i];
2257 } 2002 }
2258 if(!index) return -1; 2003
2004 if (!index)
2005 return -1;
2006
2259 return altern[RANDOM()%index]; 2007 return altern[RANDOM () % index];
2260} 2008}
2261 2009
2262/* 2010/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2011 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2012 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2013 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2014 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2015 */
2268 2016int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2017find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2018{
2271 for(i=0;i<SIZEOFFREE;i++) { 2019 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2020 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2021 return i;
2274 } 2022
2275 return -1; 2023 return -1;
2276} 2024}
2277 2025
2278/* 2026/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2027 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2028 * arr[begin..end-1].
2029 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2030 */
2031static void
2282static void permute(int *arr, int begin, int end) 2032permute (int *arr, int begin, int end)
2283{ 2033{
2284 int i, j, tmp, len; 2034 arr += begin;
2035 end -= begin;
2285 2036
2286 len = end-begin; 2037 while (--end)
2287 for(i = begin; i < end; i++) 2038 swap (arr [end], arr [RANDOM () % (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2039}
2296 2040
2297/* new function to make monster searching more efficient, and effective! 2041/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2042 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2043 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed 2044 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within 2045 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order. 2046 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2047 */
2048void
2304void get_search_arr(int *search_arr) 2049get_search_arr (int *search_arr)
2305{ 2050{
2306 int i; 2051 int i;
2307 2052
2308 for(i = 0; i < SIZEOFFREE; i++) 2053 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2054 search_arr[i] = i;
2311 }
2312 2055
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2056 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2057 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2058 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2059}
2317 2060
2318/* 2061/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2062 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2063 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2068 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info 2069 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move 2070 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2071 * there is capable of.
2329 */ 2072 */
2330 2073int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2074find_dir (maptile *m, int x, int y, object *exclude)
2075{
2332 int i,max=SIZEOFFREE, mflags; 2076 int i, max = SIZEOFFREE, mflags;
2077
2333 sint16 nx, ny; 2078 sint16 nx, ny;
2334 object *tmp; 2079 object *tmp;
2335 mapstruct *mp; 2080 maptile *mp;
2081
2336 MoveType blocked, move_type; 2082 MoveType blocked, move_type;
2337 2083
2338 if (exclude && exclude->head) { 2084 if (exclude && exclude->head)
2085 {
2339 exclude = exclude->head; 2086 exclude = exclude->head;
2340 move_type = exclude->move_type; 2087 move_type = exclude->move_type;
2341 } else { 2088 }
2089 else
2090 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2091 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2092 move_type = MOVE_ALL;
2093 }
2094
2095 for (i = 1; i < max; i++)
2344 } 2096 {
2345 2097 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2098 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2099 ny = y + freearr_y[i];
2350 2100
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2101 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2102
2352 if (mflags & P_OUT_OF_MAP) { 2103 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2104 max = maxfree[i];
2354 } else { 2105 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2106 {
2107 mapspace &ms = mp->at (nx, ny);
2356 2108
2109 blocked = ms.move_block;
2110
2357 if ((move_type & blocked) == move_type) { 2111 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2112 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2113 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2114 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2115 for (tmp = ms.bot; tmp; tmp = tmp->above)
2116 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2117 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2118 break;
2364 } 2119
2365 } 2120 if (tmp)
2366 if(tmp) {
2367 return freedir[i]; 2121 return freedir[i];
2368 } 2122 }
2123 }
2369 } 2124 }
2370 } 2125
2371 }
2372 return 0; 2126 return 0;
2373} 2127}
2374 2128
2375/* 2129/*
2376 * distance(object 1, object 2) will return the square of the 2130 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2131 * distance between the two given objects.
2378 */ 2132 */
2379 2133int
2380int distance(const object *ob1, const object *ob2) { 2134distance (const object *ob1, const object *ob2)
2381 int i; 2135{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2136 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2137}
2386 2138
2387/* 2139/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2140 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another 2141 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2142 * object, needs to travel toward it.
2391 */ 2143 */
2392 2144int
2393int find_dir_2(int x, int y) { 2145find_dir_2 (int x, int y)
2146{
2394 int q; 2147 int q;
2395 2148
2396 if(y) 2149 if (y)
2397 q=x*100/y; 2150 q = x * 100 / y;
2398 else if (x) 2151 else if (x)
2399 q= -300*x; 2152 q = -300 * x;
2400 else 2153 else
2401 return 0; 2154 return 0;
2402 2155
2403 if(y>0) { 2156 if (y > 0)
2157 {
2404 if(q < -242) 2158 if (q < -242)
2405 return 3 ; 2159 return 3;
2406 if (q < -41) 2160 if (q < -41)
2407 return 2 ; 2161 return 2;
2408 if (q < 41) 2162 if (q < 41)
2409 return 1 ; 2163 return 1;
2410 if (q < 242) 2164 if (q < 242)
2411 return 8 ; 2165 return 8;
2412 return 7 ; 2166 return 7;
2413 } 2167 }
2414 2168
2415 if (q < -242) 2169 if (q < -242)
2416 return 7 ; 2170 return 7;
2417 if (q < -41) 2171 if (q < -41)
2418 return 6 ; 2172 return 6;
2419 if (q < 41) 2173 if (q < 41)
2420 return 5 ; 2174 return 5;
2421 if (q < 242) 2175 if (q < 242)
2422 return 4 ; 2176 return 4;
2423 2177
2424 return 3 ; 2178 return 3;
2425} 2179}
2426 2180
2427/* 2181/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2182 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2183 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2184 * "overflow" in previous calculations of a direction).
2431 */ 2185 */
2432 2186
2187int
2433int absdir(int d) { 2188absdir (int d)
2434 while(d<1) d+=8; 2189{
2435 while(d>8) d-=8; 2190 while (d < 1)
2191 d += 8;
2192
2193 while (d > 8)
2194 d -= 8;
2195
2436 return d; 2196 return d;
2437} 2197}
2438 2198
2439/* 2199/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2201 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2202 */
2443 2203
2204int
2444int dirdiff(int dir1, int dir2) { 2205dirdiff (int dir1, int dir2)
2206{
2445 int d; 2207 int d;
2208
2446 d = abs(dir1 - dir2); 2209 d = abs (dir1 - dir2);
2447 if(d>4) 2210 if (d > 4)
2448 d = 8 - d; 2211 d = 8 - d;
2212
2449 return d; 2213 return d;
2450} 2214}
2451 2215
2452/* peterm: 2216/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2217 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2456 * This basically means that if direction is 15, then it could either go 2220 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are. 2221 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction 2222 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2223 * functions.
2460 */ 2224 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2225int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2226 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2227 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2228 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2229 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2230 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2231 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2232 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2233 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2234 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2235 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2236 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2237 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2238 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2239 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2240 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2241 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2242 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2243 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2244 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2245 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2246 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2247 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2248 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2249 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2250 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2251 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2252 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2253 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2254 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2255 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2256 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2257 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2258 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2259 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2260 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2261 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2262 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2263 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2264 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2265 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2266 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2267 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2268 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2269 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2270 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2271 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2272 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2273 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2274 {24, 9, -1}
2275}; /* 48 */
2512 2276
2513/* Recursive routine to step back and see if we can 2277/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2278 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2279 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2280 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2281 * Modified to be map tile aware -.MSW
2518 */ 2282 */
2519 2283int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2284can_see_monsterP (maptile *m, int x, int y, int dir)
2285{
2522 sint16 dx, dy; 2286 sint16 dx, dy;
2523 int mflags; 2287 int mflags;
2524 2288
2289 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2290 return 0; /* exit condition: invalid direction */
2526 2291
2527 dx = x + freearr_x[dir]; 2292 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2293 dy = y + freearr_y[dir];
2529 2294
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2295 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2296
2532 /* This functional arguably was incorrect before - it was 2297 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2298 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2299 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2300 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or 2301 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2302 * at least its move type.
2538 */ 2303 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2304 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2305 return 0;
2540 2306
2541 /* yes, can see. */ 2307 /* yes, can see. */
2542 if(dir < 9) return 1; 2308 if (dir < 9)
2309 return 1;
2310
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2311 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2312 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2314}
2547 2315
2548
2549
2550/* 2316/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2317 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2318 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2319 * picked up, otherwise 0.
2554 * 2320 *
2556 * core dumps if they do. 2322 * core dumps if they do.
2557 * 2323 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2324 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2325 */
2560 2326
2327int
2561int can_pick(const object *who, const object *item) { 2328can_pick (const object *who, const object *item)
2329{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2333}
2567
2568 2334
2569/* 2335/*
2570 * create clone from object to another 2336 * create clone from object to another
2571 */ 2337 */
2338object *
2572object *object_create_clone (object *asrc) { 2339object_create_clone (object *asrc)
2340{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2341 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2342
2575 if(!asrc) return NULL; 2343 if (!asrc)
2344 return 0;
2345
2576 src = asrc; 2346 src = asrc;
2577 if(src->head) 2347 if (src->head)
2578 src = src->head; 2348 src = src->head;
2579 2349
2580 prev = NULL; 2350 prev = 0;
2581 for(part = src; part; part = part->more) { 2351 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2352 {
2583 copy_object(part,tmp); 2353 tmp = part->clone ();
2584 tmp->x -= src->x; 2354 tmp->x -= src->x;
2585 tmp->y -= src->y; 2355 tmp->y -= src->y;
2356
2586 if(!part->head) { 2357 if (!part->head)
2358 {
2587 dst = tmp; 2359 dst = tmp;
2588 tmp->head = NULL;
2589 } else {
2590 tmp->head = dst; 2360 tmp->head = 0;
2591 } 2361 }
2362 else
2363 tmp->head = dst;
2364
2592 tmp->more = NULL; 2365 tmp->more = 0;
2366
2593 if(prev) 2367 if (prev)
2594 prev->more = tmp; 2368 prev->more = tmp;
2369
2595 prev = tmp; 2370 prev = tmp;
2596 } 2371 }
2597 /*** copy inventory ***/ 2372
2598 for(item = src->inv; item; item = item->below) { 2373 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2375
2602 return dst; 2376 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2377}
2612 2378
2613/* GROS - Creates an object using a string representing its content. */ 2379/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */ 2380/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2381/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */ 2382/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */ 2383/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2384/* Also remember that multiparts objects are not supported for now. */
2619 2385object *
2620object* load_object_str(const char *obstr) 2386load_object_str (const char *obstr)
2621{ 2387{
2622 object *op; 2388 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2389 char filename[MAX_BUF];
2390
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2391 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2392
2626 tempfile=fopen(filename,"w"); 2393 FILE *tempfile = fopen (filename, "w");
2394
2627 if (tempfile == NULL) 2395 if (tempfile == NULL)
2628 { 2396 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2397 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2398 return NULL;
2631 }; 2399 }
2400
2632 fprintf(tempfile,obstr); 2401 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2402 fclose (tempfile);
2634 2403
2635 op=get_object(); 2404 op = object::create ();
2636 2405
2637 tempfile=fopen(filename,"r"); 2406 object_thawer thawer (filename);
2638 if (tempfile == NULL) 2407
2639 { 2408 if (thawer)
2640 LOG(llevError,"Error - Unable to read object temp file\n"); 2409 load_object (thawer, op, 0);
2641 return NULL; 2410
2642 };
2643 load_object(tempfile,op,LO_NEWFILE,0);
2644 LOG(llevDebug," load str completed, object=%s\n",op->name); 2411 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2645 CLEAR_FLAG(op,FLAG_REMOVED); 2412 CLEAR_FLAG (op, FLAG_REMOVED);
2646 fclose(tempfile); 2413
2647 return op; 2414 return op;
2648} 2415}
2649 2416
2650/* This returns the first object in who's inventory that 2417/* This returns the first object in who's inventory that
2651 * has the same type and subtype match. 2418 * has the same type and subtype match.
2652 * returns NULL if no match. 2419 * returns NULL if no match.
2653 */ 2420 */
2421object *
2654object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2422find_obj_by_type_subtype (const object *who, int type, int subtype)
2655{ 2423{
2656 object *tmp;
2657
2658 for (tmp=who->inv; tmp; tmp=tmp->below) 2424 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2659 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2425 if (tmp->type == type && tmp->subtype == subtype)
2426 return tmp;
2660 2427
2661 return NULL; 2428 return 0;
2662} 2429}
2663 2430
2664/* If ob has a field named key, return the link from the list, 2431/* If ob has a field named key, return the link from the list,
2665 * otherwise return NULL. 2432 * otherwise return NULL.
2666 * 2433 *
2667 * key must be a passed in shared string - otherwise, this won't 2434 * key must be a passed in shared string - otherwise, this won't
2668 * do the desired thing. 2435 * do the desired thing.
2669 */ 2436 */
2437key_value *
2670key_value * get_ob_key_link(const object * ob, const char * key) { 2438get_ob_key_link (const object *ob, const char *key)
2671 key_value * link; 2439{
2672
2673 for (link = ob->key_values; link != NULL; link = link->next) { 2440 for (key_value *link = ob->key_values; link; link = link->next)
2674 if (link->key == key) { 2441 if (link->key == key)
2675 return link; 2442 return link;
2676 } 2443
2677 } 2444 return 0;
2678 2445}
2679 return NULL;
2680}
2681 2446
2682/* 2447/*
2683 * Returns the value of op has an extra_field for key, or NULL. 2448 * Returns the value of op has an extra_field for key, or NULL.
2684 * 2449 *
2685 * The argument doesn't need to be a shared string. 2450 * The argument doesn't need to be a shared string.
2686 * 2451 *
2687 * The returned string is shared. 2452 * The returned string is shared.
2688 */ 2453 */
2454const char *
2689const char * get_ob_key_value(const object * op, const char * const key) { 2455get_ob_key_value (const object *op, const char *const key)
2456{
2690 key_value * link; 2457 key_value *link;
2691 const char * canonical_key; 2458 shstr_cmp canonical_key (key);
2459
2460 if (!canonical_key)
2692 2461 {
2693 canonical_key = find_string(key);
2694
2695 if (canonical_key == NULL) {
2696 /* 1. There being a field named key on any object 2462 /* 1. There being a field named key on any object
2697 * implies there'd be a shared string to find. 2463 * implies there'd be a shared string to find.
2698 * 2. Since there isn't, no object has this field. 2464 * 2. Since there isn't, no object has this field.
2699 * 3. Therefore, *this* object doesn't have this field. 2465 * 3. Therefore, *this* object doesn't have this field.
2700 */ 2466 */
2701 return NULL; 2467 return 0;
2702 } 2468 }
2703 2469
2704 /* This is copied from get_ob_key_link() above - 2470 /* This is copied from get_ob_key_link() above -
2705 * only 4 lines, and saves the function call overhead. 2471 * only 4 lines, and saves the function call overhead.
2706 */ 2472 */
2707 for (link = op->key_values; link != NULL; link = link->next) { 2473 for (link = op->key_values; link; link = link->next)
2708 if (link->key == canonical_key) { 2474 if (link->key == canonical_key)
2709 return link->value; 2475 return link->value;
2710 } 2476
2711 } 2477 return 0;
2712 return NULL;
2713} 2478}
2714 2479
2715 2480
2716/* 2481/*
2717 * Updates the canonical_key in op to value. 2482 * Updates the canonical_key in op to value.
2721 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2486 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2722 * keys. 2487 * keys.
2723 * 2488 *
2724 * Returns TRUE on success. 2489 * Returns TRUE on success.
2725 */ 2490 */
2491int
2726int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2492set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2493{
2727 key_value * field = NULL, *last=NULL; 2494 key_value *field = NULL, *last = NULL;
2728 2495
2729 for (field=op->key_values; field != NULL; field=field->next) { 2496 for (field = op->key_values; field != NULL; field = field->next)
2730 if (field->key != canonical_key) {
2731 last = field;
2732 continue;
2733 }
2734 2497 {
2735 if (field->value) FREE_AND_CLEAR_STR(field->value); 2498 if (field->key != canonical_key)
2736 if (value) 2499 {
2737 field->value = add_string(value); 2500 last = field;
2738 else { 2501 continue;
2502 }
2503
2504 if (value)
2505 field->value = value;
2506 else
2507 {
2739 /* Basically, if the archetype has this key set, 2508 /* Basically, if the archetype has this key set,
2740 * we need to store the null value so when we save 2509 * we need to store the null value so when we save
2741 * it, we save the empty value so that when we load, 2510 * it, we save the empty value so that when we load,
2742 * we get this value back again. 2511 * we get this value back again.
2743 */ 2512 */
2744 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2513 if (get_ob_key_link (&op->arch->clone, canonical_key))
2745 field->value = NULL; 2514 field->value = 0;
2746 else { 2515 else
2747 /* Delete this link */ 2516 {
2748 if (field->key) FREE_AND_CLEAR_STR(field->key); 2517 if (last)
2749 if (field->value) FREE_AND_CLEAR_STR(field->value); 2518 last->next = field->next;
2750 if (last) last->next = field->next; 2519 else
2751 else op->key_values = field->next; 2520 op->key_values = field->next;
2752 free(field); 2521
2753 } 2522 delete field;
2754 } 2523 }
2524 }
2755 return TRUE; 2525 return TRUE;
2756 } 2526 }
2757 /* IF we get here, key doesn't exist */ 2527 /* IF we get here, key doesn't exist */
2758 2528
2759 /* No field, we'll have to add it. */ 2529 /* No field, we'll have to add it. */
2760 2530
2761 if (!add_key) { 2531 if (!add_key)
2762 return FALSE; 2532 return FALSE;
2763 } 2533
2764 /* There isn't any good reason to store a null 2534 /* There isn't any good reason to store a null
2765 * value in the key/value list. If the archetype has 2535 * value in the key/value list. If the archetype has
2766 * this key, then we should also have it, so shouldn't 2536 * this key, then we should also have it, so shouldn't
2767 * be here. If user wants to store empty strings, 2537 * be here. If user wants to store empty strings,
2768 * should pass in "" 2538 * should pass in ""
2769 */ 2539 */
2770 if (value == NULL) return TRUE; 2540 if (value == NULL)
2771
2772 field = (key_value *) malloc(sizeof(key_value));
2773
2774 field->key = add_refcount(canonical_key);
2775 field->value = add_string(value);
2776 /* Usual prepend-addition. */
2777 field->next = op->key_values;
2778 op->key_values = field;
2779
2780 return TRUE; 2541 return TRUE;
2542
2543 field = new key_value;
2544
2545 field->key = canonical_key;
2546 field->value = value;
2547 /* Usual prepend-addition. */
2548 field->next = op->key_values;
2549 op->key_values = field;
2550
2551 return TRUE;
2781} 2552}
2782 2553
2783/* 2554/*
2784 * Updates the key in op to value. 2555 * Updates the key in op to value.
2785 * 2556 *
2787 * and not add new ones. 2558 * and not add new ones.
2788 * In general, should be little reason FALSE is ever passed in for add_key 2559 * In general, should be little reason FALSE is ever passed in for add_key
2789 * 2560 *
2790 * Returns TRUE on success. 2561 * Returns TRUE on success.
2791 */ 2562 */
2563int
2792int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2564set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2793 const char * canonical_key = NULL; 2565{
2794 int floating_ref = FALSE; 2566 shstr key_ (key);
2795 int ret; 2567
2568 return set_ob_key_value_s (op, key_, value, add_key);
2569}
2570
2571object::depth_iterator::depth_iterator (object *container)
2572: iterator_base (container)
2573{
2574 while (item->inv)
2575 item = item->inv;
2576}
2577
2578void
2579object::depth_iterator::next ()
2580{
2581 if (item->below)
2796 2582 {
2797 /* HACK This mess is to make sure set_ob_value() passes a shared string 2583 item = item->below;
2798 * to get_ob_key_link(), without leaving a leaked refcount. 2584
2799 */ 2585 while (item->inv)
2586 item = item->inv;
2800 2587 }
2801 canonical_key = find_string(key); 2588 else
2802 if (canonical_key == NULL) { 2589 item = item->env;
2803 canonical_key = add_string(key);
2804 floating_ref = TRUE;
2805 }
2806
2807 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2808
2809 if (floating_ref) {
2810 free_string(canonical_key);
2811 }
2812
2813 return ret;
2814} 2590}
2591
2592// return a suitable string describing an objetc in enough detail to find it
2593const char *
2594object::debug_desc (char *info) const
2595{
2596 char info2[256 * 3];
2597 char *p = info;
2598
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2600 count,
2601 &name,
2602 title ? " " : "",
2603 title ? (const char *)title : "");
2604
2605 if (env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607
2608 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2610
2611 return info;
2612}
2613
2614const char *
2615object::debug_desc () const
2616{
2617 static char info[256 * 3];
2618 return debug_desc (info);
2619}
2620

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