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Comparing deliantra/server/common/object.C (file contents):
Revision 1.9 by root, Wed Aug 30 06:06:26 2006 UTC vs.
Revision 1.25 by root, Mon Sep 11 01:16:20 2006 UTC

1
1/* 2/*
2 * static char *rcsid_object_c = 3 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.9 2006/08/30 06:06:26 root Exp $"; 4 * "$Id: object.C,v 1.25 2006/09/11 01:16:20 root Exp $";
4 */ 5 */
5 6
6/* 7/*
7 CrossFire, A Multiplayer game for X-windows 8 CrossFire, A Multiplayer game for X-windows
8 9
28 29
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 30/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 31 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 32 variable. */
32#include <global.h> 33#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */ 34#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 35# include <stdio.h>
35#include <sys/types.h> 36# include <sys/types.h>
36#include <sys/uio.h> 37# include <sys/uio.h>
37#endif /* win32 */ 38#endif /* win32 */
38#include <object.h> 39#include <object.h>
39#include <funcpoint.h> 40#include <funcpoint.h>
40#include <skills.h> 41#include <skills.h>
41#include <loader.h> 42#include <loader.h>
42#ifdef MEMORY_DEBUG
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 43int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
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 44
53object *objects; /* Pointer to the list of used objects */ 45object *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 */ 46object *active_objects; /* List of active objects that need to be processed */
56 47
57short freearr_x[SIZEOFFREE]= 48short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 49 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 50};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 51short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 52 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 53};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 54int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 55 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
56};
66int freedir[SIZEOFFREE]= { 57int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 58 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 59 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
69 60};
70 61
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 62/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
63static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 64compare_ob_value_lists_one (const object *wants, const object *has)
65{
73 key_value * wants_field; 66 key_value *wants_field;
74 67
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 68 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 69 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 70 * different structure or at least keep the lists sorted...
78 */ 71 */
79 72
80 /* For each field in wants, */ 73 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 74 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
75 {
82 key_value * has_field; 76 key_value *has_field;
83 77
84 /* Look for a field in has with the same key. */ 78 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 79 has_field = get_ob_key_link (has, wants_field->key);
80
81 if (has_field == NULL)
86 82 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 83 /* No field with that name. */
89 return FALSE; 84 return FALSE;
90 }
91 85 }
86
92 /* Found the matching field. */ 87 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 88 if (has_field->value != wants_field->value)
89 {
94 /* Values don't match, so this half of the comparison is false. */ 90 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 91 return FALSE;
96 } 92 }
97 93
98 /* If we get here, we found a match. Now for the next field in wants. */ 94 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 95 }
96
101 /* If we get here, every field in wants has a matching field in has. */ 97 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 98 return TRUE;
103} 99}
104 100
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 101/* Returns TRUE if ob1 has the same key_values as ob2. */
102static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 103compare_ob_value_lists (const object *ob1, const object *ob2)
104{
107 /* However, there may be fields in has which aren't partnered in wants, 105 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 106 * so we need to run the comparison *twice*. :(
109 */ 107 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 108 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 109}
112 110
113/* Function examines the 2 objects given to it, and returns true if 111/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 112 * they can be merged together.
115 * 113 *
121 * 119 *
122 * Improvements made with merge: Better checking on potion, and also 120 * Improvements made with merge: Better checking on potion, and also
123 * check weight 121 * check weight
124 */ 122 */
125 123
126int CAN_MERGE(object *ob1, object *ob2) { 124bool object::can_merge (object *ob1, object *ob2)
127 125{
128 /* A couple quicksanity checks */ 126 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 127 if ((ob1 == ob2) || (ob1->type != ob2->type))
128 return 0;
130 129
131 if (ob1->speed != ob2->speed) return 0; 130 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to 131 return 0;
133 * be animated or have a very low speed. Is this an attempted monster 132
134 * check? 133 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
134 * value could not be stored in a sint32 (which unfortunately sometimes is
135 * used to store nrof).
135 */ 136 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 137 if (ob1->nrof + ob2->nrof >= 1UL << 31)
138 return 0;
139
140 /* If the objects have been identified, set the BEEN_APPLIED flag.
141 * This is to the comparison of the flags below will be OK. We
142 * just can't ignore the been applied or identified flags, as they
143 * are not equal - just if it has been identified, the been_applied
144 * flags lose any meaning.
145 */
146 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
147 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
148
149 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
150 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
151
152
153 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
154 * being locked in inventory should prevent merging.
155 * 0x4 in flags3 is CLIENT_SENT
156 */
157 if ((ob1->arch != ob2->arch) ||
158 (ob1->flags[0] != ob2->flags[0]) ||
159 (ob1->flags[1] != ob2->flags[1]) ||
160 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
161 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
162 (ob1->name != ob2->name) ||
163 (ob1->title != ob2->title) ||
164 (ob1->msg != ob2->msg) ||
165 (ob1->weight != ob2->weight) ||
166 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
167 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
168 (ob1->attacktype != ob2->attacktype) ||
169 (ob1->magic != ob2->magic) ||
170 (ob1->slaying != ob2->slaying) ||
171 (ob1->skill != ob2->skill) ||
172 (ob1->value != ob2->value) ||
173 (ob1->animation_id != ob2->animation_id) ||
174 (ob1->client_type != ob2->client_type) ||
175 (ob1->materialname != ob2->materialname) ||
176 (ob1->lore != ob2->lore) ||
177 (ob1->subtype != ob2->subtype) ||
178 (ob1->move_type != ob2->move_type) ||
179 (ob1->move_block != ob2->move_block) ||
180 (ob1->move_allow != ob2->move_allow) ||
181 (ob1->move_on != ob2->move_on) ||
182 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
183 return 0;
184
185 /* This is really a spellbook check - really, we should
186 * check all objects in the inventory.
187 */
188 if (ob1->inv || ob2->inv)
189 {
190 /* if one object has inventory but the other doesn't, not equiv */
191 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 192 return 0;
138 193
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 194 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 195 if (!CAN_MERGE (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 196 return 0;
145 197
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 198 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 199 * if it is valid.
158 */ 200 */
159 } 201 }
160 202
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 203 /* Don't merge objects that are applied. With the new 'body' code,
162 * This is to the comparison of the flags below will be OK. We 204 * it is possible for most any character to have more than one of
163 * just can't ignore the been applied or identified flags, as they 205 * some items equipped, and we don't want those to merge.
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */ 206 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 207 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 208 return 0;
169 209
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 210 /* Note sure why the following is the case - either the object has to
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 211 * be animated or have a very low speed. Is this an attempted monster
172 212 * check?
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */ 213 */
178 if ((ob1->arch != ob2->arch) || 214 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
179 (ob1->flags[0] != ob2->flags[0]) || 215 return 0;
180 (ob1->flags[1] != ob2->flags[1]) || 216
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) || 217 switch (ob1->type)
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) || 218 {
183 (ob1->name != ob2->name) || 219 case SCROLL:
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) || 220 if (ob1->level != ob2->level)
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 221 return 0;
222 break;
223 }
208 224
209 /* Don't merge objects that are applied. With the new 'body' code, 225 if (ob1->key_values != NULL || ob2->key_values != NULL)
210 * it is possible for most any character to have more than one of 226 {
211 * some items equipped, and we don't want those to merge. 227 /* At least one of these has key_values. */
212 */ 228 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 229 /* One has fields, but the other one doesn't. */
214 return 0; 230 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 231 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 232 return 0;
229 } 233 }
234
235 //TODO: generate an event or call into perl for additional checks
236 if (ob1->self || ob2->self)
230 } 237 {
238 ob1->optimise ();
239 ob2->optimise ();
231 240
241 if (ob1->self || ob2->self)
242 return 0;
243 }
244
232 /* Everything passes, must be OK. */ 245 /* Everything passes, must be OK. */
233 return 1; 246 return 1;
234} 247}
235 248
236/* 249/*
237 * sum_weight() is a recursive function which calculates the weight 250 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 251 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 252 * containers are carrying, and sums it up.
240 */ 253 */
241signed long sum_weight(object *op) { 254signed long
255sum_weight (object *op)
256{
242 signed long sum; 257 signed long sum;
243 object *inv; 258 object *inv;
259
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 260 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
261 {
245 if (inv->inv) 262 if (inv->inv)
246 sum_weight(inv); 263 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 264 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 265 }
249 if (op->type == CONTAINER && op->stats.Str) 266 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 267 sum = (sum * (100 - op->stats.Str)) / 100;
251 if(op->carrying != sum) 268 if (op->carrying != sum)
252 op->carrying = sum; 269 op->carrying = sum;
253 return sum; 270 return sum;
254} 271}
255 272
256/** 273/**
257 * Return the outermost environment object for a given object. 274 * Return the outermost environment object for a given object.
258 */ 275 */
259 276
277object *
260object *object_get_env_recursive (object *op) { 278object_get_env_recursive (object *op)
279{
261 while (op->env != NULL) 280 while (op->env != NULL)
262 op = op->env; 281 op = op->env;
263 return op; 282 return op;
264} 283}
265 284
266/* 285/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 286 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't 287 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 288 * or find a player.
270 */ 289 */
271 290
291object *
272object *is_player_inv (object *op) { 292is_player_inv (object *op)
293{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 294 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 295 if (op->env == op)
275 op->env = NULL; 296 op->env = NULL;
276 return op; 297 return op;
277} 298}
278 299
279/* 300/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 301 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 302 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 303 * The result of the dump is stored in the static global errmsg array.
283 */ 304 */
284 305
306void
285void dump_object2(object *op) { 307dump_object2 (object *op)
308{
309 errmsg[0] = 0;
310 return;
311 //TODO//D#d#
312#if 0
286 char *cp; 313 char *cp;
314
287/* object *tmp;*/ 315/* object *tmp;*/
288 316
289 if(op->arch!=NULL) { 317 if (op->arch != NULL)
318 {
290 strcat(errmsg,"arch "); 319 strcat (errmsg, "arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 320 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
292 strcat(errmsg,"\n"); 321 strcat (errmsg, "\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 322 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
294 strcat(errmsg,cp); 323 strcat (errmsg, cp);
295#if 0 324# if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and 325 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer. 326 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may 327 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer. 328 * also overflow the buffer.
300 */ 329 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 330 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
302 strcat(errmsg,cp); 331 strcat (errmsg, cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below) 332 for (tmp = op->inv; tmp; tmp = tmp->below)
304 dump_object2(tmp); 333 dump_object2 (tmp);
334# endif
335 strcat (errmsg, "end\n");
336 }
337 else
338 {
339 strcat (errmsg, "Object ");
340 if (op->name == NULL)
341 strcat (errmsg, "(null)");
342 else
343 strcat (errmsg, op->name);
344 strcat (errmsg, "\n");
345# if 0
346 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
347 strcat (errmsg, cp);
348 for (tmp = op->inv; tmp; tmp = tmp->below)
349 dump_object2 (tmp);
350# endif
351 strcat (errmsg, "end\n");
352 }
305#endif 353#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320} 354}
321 355
322/* 356/*
323 * Dumps an object. Returns output in the static global errmsg array. 357 * Dumps an object. Returns output in the static global errmsg array.
324 */ 358 */
325 359
360void
326void dump_object(object *op) { 361dump_object (object *op)
362{
327 if(op==NULL) { 363 if (op == NULL)
364 {
328 strcpy(errmsg,"[NULL pointer]"); 365 strcpy (errmsg, "[NULL pointer]");
329 return; 366 return;
330 } 367 }
331 errmsg[0]='\0'; 368 errmsg[0] = '\0';
332 dump_object2(op); 369 dump_object2 (op);
333} 370}
334 371
335/* GROS - Dumps an object. Return the result into a string */ 372void
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{
340 char *cp;
341
342 if(op==NULL)
343 {
344 strcpy(outstr,"[NULL pointer]");
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) { 373dump_all_objects (void)
374{
376 object *op; 375 object *op;
376
377 for(op=objects;op!=NULL;op=op->next) { 377 for (op = objects; op != NULL; op = op->next)
378 {
378 dump_object(op); 379 dump_object (op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 380 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
380 } 381 }
381} 382}
382 383
383/* 384/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
387 */ 388 */
388 389
390object *
389object *get_nearest_part(object *op, const object *pl) { 391get_nearest_part (object *op, const object *pl)
392{
390 object *tmp,*closest; 393 object *tmp, *closest;
391 int last_dist,i; 394 int last_dist, i;
395
392 if(op->more==NULL) 396 if (op->more == NULL)
393 return op; 397 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 399 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 400 closest = tmp, last_dist = i;
397 return closest; 401 return closest;
398} 402}
399 403
400/* 404/*
401 * Returns the object which has the count-variable equal to the argument. 405 * Returns the object which has the count-variable equal to the argument.
402 */ 406 */
403 407
408object *
404object *find_object(tag_t i) { 409find_object (tag_t i)
410{
405 object *op; 411 object *op;
412
406 for(op=objects;op!=NULL;op=op->next) 413 for (op = objects; op != NULL; op = op->next)
407 if(op->count==i) 414 if (op->count == i)
408 break; 415 break;
409 return op; 416 return op;
410} 417}
411 418
412/* 419/*
413 * Returns the first object which has a name equal to the argument. 420 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 421 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 422 * Enables features like "patch <name-of-other-player> food 999"
416 */ 423 */
417 424
425object *
418object *find_object_name(const char *str) { 426find_object_name (const char *str)
427{
419 const char *name=add_string(str); 428 const char *name = shstr::find (str);
420 object *op; 429 object *op;
430
421 for(op=objects;op!=NULL;op=op->next) 431 for (op = objects; op != NULL; op = op->next)
422 if(op->name==name) 432 if (&op->name == name)
423 break; 433 break;
424 free_string(name); 434
425 return op; 435 return op;
426} 436}
427 437
438void
428void free_all_object_data(void) { 439free_all_object_data ()
429#ifdef MEMORY_DEBUG 440{
430 object *op, *next; 441 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442} 442}
443 443
444/* 444/*
445 * Returns the object which this object marks as being the owner. 445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been 446 * A id-scheme is used to avoid pointing to objects which have been
450 * prompt, he is removed, and we don't want to treat him as an owner of 450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break 451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways. 452 * anything - once an object is removed, it is basically dead anyways.
453 */ 453 */
454 454
455object *
455object *get_owner(object *op) { 456get_owner (object *op)
457{
456 if(op->owner==NULL) 458 if (op->owner == NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL; 459 return NULL;
466}
467 460
461 if (!QUERY_FLAG (op->owner, FLAG_FREED) && !QUERY_FLAG (op->owner, FLAG_REMOVED) && op->owner->count == op->ownercount)
462 return op->owner;
463
464 op->owner = NULL;
465 op->ownercount = 0;
466 return NULL;
467}
468
469void
468void clear_owner(object *op) 470clear_owner (object *op)
469{ 471{
470 if (!op) return; 472 if (!op)
473 return;
471 474
472 if (op->owner && op->ownercount == op->owner->count) 475 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--; 476 op->owner->refcount--;
474 477
475 op->owner = NULL; 478 op->owner = NULL;
476 op->ownercount = 0; 479 op->ownercount = 0;
477} 480}
478
479
480 481
481/* 482/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 483 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 484 * skill and experience objects.
484 */ 485 */
486void
485void set_owner (object *op, object *owner) 487set_owner (object *op, object *owner)
486{ 488{
487 if(owner==NULL||op==NULL) 489 if (owner == NULL || op == NULL)
488 return; 490 return;
489 491
490 /* next line added to allow objects which own objects */ 492 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 493 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 494 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 495 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 496 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid. 497 * didn't match, this check is valid and I believe that cause is valid.
496 */ 498 */
497 while (owner->owner && owner!=owner->owner && 499 while (owner->owner && owner != owner->owner && owner->ownercount == owner->owner->count)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 500 owner = owner->owner;
499 501
500 /* IF the owner still has an owner, we did not resolve to a final owner. 502 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that. 503 * so lets not add to that.
502 */ 504 */
503 if (owner->owner) return; 505 if (owner->owner)
506 return;
504 507
505 op->owner=owner; 508 op->owner = owner;
506 509
507 op->ownercount=owner->count; 510 op->ownercount = owner->count;
508 owner->refcount++; 511 owner->refcount++;
509
510} 512}
511 513
512/* Set the owner to clone's current owner and set the skill and experience 514/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's 515 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was 516 * current skill and experience objects at the time when clone's owner was
517 * Use this function if player created an object (e.g. fire bullet, swarm 519 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be 520 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed 521 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile. 522 * skills meanwhile.
521 */ 523 */
524void
522void copy_owner (object *op, object *clone) 525copy_owner (object *op, object *clone)
523{ 526{
524 object *owner = get_owner (clone); 527 object *owner = get_owner (clone);
528
525 if (owner == NULL) { 529 if (owner == NULL)
530 {
526 /* players don't have owners - they own themselves. Update 531 /* players don't have owners - they own themselves. Update
527 * as appropriate. 532 * as appropriate.
528 */ 533 */
529 if (clone->type == PLAYER) owner=clone; 534 if (clone->type == PLAYER)
535 owner = clone;
536 else
530 else return; 537 return;
531 } 538 }
539
532 set_owner(op, owner); 540 set_owner (op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 clear_object(op);
552} 541}
553 542
554/* Zero the key_values on op, decrementing the shared-string 543/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 544 * refcounts and freeing the links.
556 */ 545 */
546static void
557static void free_key_values(object * op) { 547free_key_values (object *op)
558 key_value * i; 548{
559 key_value * next = NULL; 549 for (key_value *i = op->key_values; i != 0;)
560 550 {
561 if (op->key_values == NULL) return; 551 key_value *next = i->next;
552 delete i;
553
554 i = next;
562 555 }
563 for (i = op->key_values; i != NULL; i = next) { 556
564 /* Store next *first*. */
565 next = i->next;
566
567 if (i->key) FREE_AND_CLEAR_STR(i->key);
568 if (i->value) FREE_AND_CLEAR_STR(i->value);
569 i->next = NULL;
570 free(i);
571 }
572
573 op->key_values = NULL; 557 op->key_values = 0;
574} 558}
575 559
560void object::clear ()
561{
562 attachable_base::clear ();
563
564 free_key_values (this);
565
566 clear_owner (this);
567
568 name = 0;
569 name_pl = 0;
570 title = 0;
571 race = 0;
572 slaying = 0;
573 skill = 0;
574 msg = 0;
575 lore = 0;
576 custom_name = 0;
577 materialname = 0;
578
579 memset (static_cast < object_pod * >(this), 0, sizeof (object_pod));
580
581 SET_FLAG (this, FLAG_REMOVED);
582}
583
584void object::clone (object *destination)
585{
586 *(object_copy *) destination = *this;
587 *(object_pod *) destination = *this;
588
589 if (self || cb)
590 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
591}
576 592
577/* 593/*
578 * clear_object() frees everything allocated by an object, and also 594 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings. 595 * clears all variables and flags to default settings.
580 */ 596 */
581 597
598void
582void clear_object(object *op) { 599clear_object (object *op)
600{
583 op->clear (); 601 op->clear ();
584 602
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op);
605
606 /* the memset will clear all these values for us, but we need
607 * to reduce the refcount on them.
608 */
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
618
619
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED);
626
627
628 op->contr = NULL; 603 op->contr = NULL;
629 op->below=NULL; 604 op->below = NULL;
630 op->above=NULL; 605 op->above = NULL;
631 op->inv=NULL; 606 op->inv = NULL;
632 op->events=NULL;
633 op->container=NULL; 607 op->container = NULL;
634 op->env=NULL; 608 op->env = NULL;
635 op->more=NULL; 609 op->more = NULL;
636 op->head=NULL; 610 op->head = NULL;
637 op->map=NULL; 611 op->map = NULL;
638 op->refcount=0; 612 op->refcount = 0;
639 op->active_next = NULL; 613 op->active_next = NULL;
640 op->active_prev = NULL; 614 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */ 615 /* What is not cleared is next, prev, and count */
642 616
643 op->expmul=1.0; 617 op->expmul = 1.0;
644 op->face = blank_face; 618 op->face = blank_face;
645 op->attacked_by_count = (tag_t) -1; 619 op->attacked_by_count = -1;
620
646 if (settings.casting_time) 621 if (settings.casting_time)
647 op->casting_time = -1; 622 op->casting_time = -1;
648
649} 623}
650 624
651/* 625/*
652 * copy object first frees everything allocated by the second object, 626 * copy object first frees everything allocated by the second object,
653 * and then copies the contends of the first object into the second 627 * and then copies the contends of the first object into the second
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 629 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
656 * if the first object is freed, the pointers in the new object 630 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 631 * will point at garbage.
658 */ 632 */
659 633
634void
660void copy_object(object *op2, object *op) { 635copy_object (object *op2, object *op)
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 636{
662 event *evt, *evt2, *evt_new; 637 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
638 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
663 639
664 op->clear ();
665
666 /* Decrement the refcounts, but don't bother zeroing the fields;
667 they'll be overwritten by memcpy. */
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
679 /* Basically, same code as from clear_object() */
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op); 640 op2->clone (op);
695 641
696 if(is_freed) SET_FLAG(op,FLAG_FREED); 642 if (is_freed)
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 643 SET_FLAG (op, FLAG_FREED);
698 if(op->name!=NULL) add_refcount(op->name); 644 if (is_removed)
699 if(op->name_pl!=NULL) add_refcount(op->name_pl); 645 SET_FLAG (op, FLAG_REMOVED);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708 646
709 if((op2->speed<0) && !editor) 647 if (op2->speed < 0)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 648 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
711 649
712 /* Copy over event information */
713 evt2 = NULL;
714 for (evt = op2->events; evt; evt=evt->next) {
715 evt_new = (event *) malloc(sizeof(event));
716 memcpy(evt_new, evt, sizeof(event));
717 if (evt_new->hook) add_refcount(evt_new->hook);
718 if (evt_new->plugin) add_refcount(evt_new->plugin);
719 if (evt_new->options) add_refcount(evt_new->options);
720 evt_new->next = NULL;
721
722 /* Try to be a little clever here, and store away the
723 * last event we copied, so that its simpler to update the
724 * pointer.
725 */
726 if (evt2)
727 evt2->next = evt_new;
728 else
729 op->events = evt_new;
730
731 evt2 = evt_new;
732 }
733 /* Copy over key_values, if any. */ 650 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 651 if (op2->key_values)
652 {
735 key_value * tail = NULL; 653 key_value *tail = 0;
736 key_value * i; 654 key_value *i;
737 655
738 op->key_values = NULL; 656 op->key_values = 0;
739 657
740 for (i = op2->key_values; i != NULL; i = i->next) { 658 for (i = op2->key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 659 {
660 key_value *new_link = new key_value;
742 661
743 new_link->next = NULL; 662 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 663 new_link->key = i->key;
745 if (i->value)
746 new_link->value = add_refcount(i->value); 664 new_link->value = i->value;
747 else
748 new_link->value = NULL;
749 665
750 /* Try and be clever here, too. */ 666 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 667 if (!op->key_values)
668 {
752 op->key_values = new_link; 669 op->key_values = new_link;
753 tail = new_link; 670 tail = new_link;
754 } else {
755 tail->next = new_link;
756 tail = new_link;
757 } 671 }
672 else
673 {
674 tail->next = new_link;
675 tail = new_link;
758 } 676 }
677 }
759 } 678 }
760 679
761 update_ob_speed(op); 680 update_ob_speed (op);
762}
763
764/*
765 * expand_objects() allocates more objects for the list of unused objects.
766 * It is called from get_object() if the unused list is empty.
767 */
768
769void expand_objects(void) {
770 int i;
771 object *obj;
772 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
773
774 if(obj==NULL)
775 fatal(OUT_OF_MEMORY);
776 free_objects=obj;
777 obj[0].prev=NULL;
778 obj[0].next= &obj[1],
779 SET_FLAG(&(obj[0]), FLAG_REMOVED);
780 SET_FLAG(&(obj[0]), FLAG_FREED);
781
782 for(i=1;i<OBJ_EXPAND-1;i++) {
783 obj[i].next= &obj[i+1],
784 obj[i].prev= &obj[i-1],
785 SET_FLAG(&(obj[i]), FLAG_REMOVED);
786 SET_FLAG(&(obj[i]), FLAG_FREED);
787 }
788 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789 obj[OBJ_EXPAND-1].next=NULL,
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792
793 nrofallocobjects += OBJ_EXPAND;
794 nroffreeobjects += OBJ_EXPAND;
795}
796
797/*
798 * get_object() grabs an object from the list of unused objects, makes
799 * sure it is initialised, and returns it.
800 * If there are no free objects, expand_objects() is called to get more.
801 */
802
803object *get_object(void) {
804 object *op;
805
806 if(free_objects==NULL) {
807 expand_objects();
808 }
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */
815 op = realloc(op, sizeof(object));
816 SET_FLAG(op, FLAG_REMOVED);
817 SET_FLAG(op, FLAG_FREED);
818#endif
819
820 if(!QUERY_FLAG(op,FLAG_FREED)) {
821 LOG(llevError,"Fatal: Getting busy object.\n");
822 }
823 free_objects=op->next;
824 if(free_objects!=NULL)
825 free_objects->prev=NULL;
826 op->count= ++ob_count;
827 op->name=NULL;
828 op->name_pl=NULL;
829 op->title=NULL;
830 op->race=NULL;
831 op->slaying=NULL;
832 op->skill = NULL;
833 op->lore=NULL;
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op;
847} 681}
848 682
849/* 683/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 684 * If an object with the IS_TURNABLE() flag needs to be turned due
851 * to the closest player being on the other side, this function can 685 * to the closest player being on the other side, this function can
852 * be called to update the face variable, _and_ how it looks on the map. 686 * be called to update the face variable, _and_ how it looks on the map.
853 */ 687 */
854 688
689void
855void update_turn_face(object *op) { 690update_turn_face (object *op)
691{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 693 return;
858 SET_ANIMATION(op, op->direction); 694 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 695 update_object (op, UP_OBJ_FACE);
860} 696}
861 697
862/* 698/*
863 * Updates the speed of an object. If the speed changes from 0 to another 699 * Updates the speed of an object. If the speed changes from 0 to another
864 * value, or vice versa, then add/remove the object from the active list. 700 * value, or vice versa, then add/remove the object from the active list.
865 * This function needs to be called whenever the speed of an object changes. 701 * This function needs to be called whenever the speed of an object changes.
866 */ 702 */
867 703
704void
868void update_ob_speed(object *op) { 705update_ob_speed (object *op)
706{
869 extern int arch_init; 707 extern int arch_init;
870 708
871 /* No reason putting the archetypes objects on the speed list, 709 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 710 * since they never really need to be updated.
873 */ 711 */
874 712
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 713 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
714 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 715 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 716#ifdef MANY_CORES
878 abort(); 717 abort ();
879#else 718#else
880 op->speed = 0; 719 op->speed = 0;
881#endif 720#endif
882 } 721 }
883 if (arch_init) { 722 if (arch_init)
723 {
724 return;
725 }
726 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
727 {
728 /* If already on active list, don't do anything */
729 if (op->active_next || op->active_prev || op == active_objects)
884 return; 730 return;
885 }
886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 /* If already on active list, don't do anything */
888 if (op->active_next || op->active_prev || op==active_objects)
889 return;
890 731
891 /* process_events() expects us to insert the object at the beginning 732 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 733 * of the list. */
893 op->active_next = active_objects; 734 op->active_next = active_objects;
894 if (op->active_next!=NULL) 735 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 736 op->active_next->active_prev = op;
896 active_objects = op; 737 active_objects = op;
738 }
739 else
897 } 740 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 741 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 742 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 743 return;
902 744
903 if (op->active_prev==NULL) { 745 if (op->active_prev == NULL)
746 {
904 active_objects = op->active_next; 747 active_objects = op->active_next;
905 if (op->active_next!=NULL) 748 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 749 op->active_next->active_prev = NULL;
750 }
751 else
907 } 752 {
908 else {
909 op->active_prev->active_next = op->active_next; 753 op->active_prev->active_next = op->active_next;
910 if (op->active_next) 754 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 755 op->active_next->active_prev = op->active_prev;
912 } 756 }
913 op->active_next = NULL; 757 op->active_next = NULL;
914 op->active_prev = NULL; 758 op->active_prev = NULL;
915 } 759 }
916} 760}
917 761
918/* This function removes object 'op' from the list of active 762/* This function removes object 'op' from the list of active
919 * objects. 763 * objects.
921 * reference maps where you don't want an object that isn't 765 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 766 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 767 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 768 * will do the right thing based on the speed of the object.
925 */ 769 */
770void
926void remove_from_active_list(object *op) 771remove_from_active_list (object *op)
927{ 772{
928 /* If not on the active list, nothing needs to be done */ 773 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 774 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 775 return;
931 776
932 if (op->active_prev==NULL) { 777 if (op->active_prev == NULL)
778 {
933 active_objects = op->active_next; 779 active_objects = op->active_next;
934 if (op->active_next!=NULL) 780 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 781 op->active_next->active_prev = NULL;
782 }
783 else
936 } 784 {
937 else {
938 op->active_prev->active_next = op->active_next; 785 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 786 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 787 op->active_next->active_prev = op->active_prev;
941 } 788 }
942 op->active_next = NULL; 789 op->active_next = NULL;
943 op->active_prev = NULL; 790 op->active_prev = NULL;
944} 791}
945 792
946/* 793/*
947 * update_object() updates the array which represents the map. 794 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered 795 * It takes into account invisible objects (and represent squares covered
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 810 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
964 * as that is easier than trying to look at what may have changed. 811 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 812 * UP_OBJ_FACE: only the objects face has changed.
966 */ 813 */
967 814
815void
968void update_object(object *op, int action) { 816update_object (object *op, int action)
817{
969 int update_now=0, flags; 818 int update_now = 0, flags;
970 MoveType move_on, move_off, move_block, move_slow; 819 MoveType move_on, move_off, move_block, move_slow;
971 820
972 if (op == NULL) { 821 if (op == NULL)
822 {
973 /* this should never happen */ 823 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 824 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 825 return;
976 }
977 826 }
827
978 if(op->env!=NULL) { 828 if (op->env != NULL)
829 {
979 /* Animation is currently handled by client, so nothing 830 /* Animation is currently handled by client, so nothing
980 * to do in this case. 831 * to do in this case.
981 */ 832 */
982 return; 833 return;
983 } 834 }
984 835
985 /* If the map is saving, don't do anything as everything is 836 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 837 * going to get freed anyways.
987 */ 838 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 839 if (!op->map || op->map->in_memory == MAP_SAVING)
989 840 return;
841
990 /* make sure the object is within map boundaries */ 842 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 843 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map))
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 844 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 845 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 846#ifdef MANY_CORES
995 abort(); 847 abort ();
996#endif 848#endif
997 return; 849 return;
998 }
999 850 }
851
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 852 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 853 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 854 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 855 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 856 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y); 857 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1006 858
1007 if (action == UP_OBJ_INSERT) { 859 if (action == UP_OBJ_INSERT)
860 {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 861 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1; 862 update_now = 1;
1010 863
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 864 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1; 865 update_now = 1;
1013 866
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 867 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1; 868 update_now = 1;
1016 869
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 870 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1; 871 update_now = 1;
1019 872
873 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
874 update_now = 1;
875
1020 if ((move_on | op->move_on) != move_on) update_now=1; 876 if ((move_on | op->move_on) != move_on)
877 update_now = 1;
878
1021 if ((move_off | op->move_off) != move_off) update_now=1; 879 if ((move_off | op->move_off) != move_off)
880 update_now = 1;
881
1022 /* This isn't perfect, but I don't expect a lot of objects to 882 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 883 * to have move_allow right now.
1024 */ 884 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 885 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1; 886 update_now = 1;
887
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 888 if ((move_slow | op->move_slow) != move_slow)
889 update_now = 1;
1028 } 890 }
1029 /* if the object is being removed, we can't make intelligent 891 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 892 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 893 * that is being removed.
1032 */ 894 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 895 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
896 {
1034 update_now=1; 897 update_now = 1;
898 }
1035 } else if (action == UP_OBJ_FACE) { 899 else if (action == UP_OBJ_FACE)
900 {
1036 /* Nothing to do for that case */ 901 /* Nothing to do for that case */
902 }
903 else
1037 } 904 {
1038 else {
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 905 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 } 906 }
1041 907
1042 if (update_now) { 908 if (update_now)
909 {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 910 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y); 911 update_position (op->map, op->x, op->y);
1045 } 912 }
1046 913
1047 if(op->more!=NULL) 914 if (op->more != NULL)
1048 update_object(op->more, action); 915 update_object (op->more, action);
1049} 916}
1050 917
918static unordered_vector<object *> mortals;
919static std::vector<object *> freed;
920
921void object::free_mortals ()
922{
923 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end (); )
924 if (!(*i)->refcount)
925 {
926 freed.push_back (*i);
927 mortals.erase (i);
928 }
929 else
930 ++i;
931}
932
933object::object ()
934{
935 SET_FLAG (this, FLAG_REMOVED);
936
937 expmul = 1.0;
938 face = blank_face;
939 attacked_by_count = -1;
940}
941
942object::~object ()
943{
944 free_key_values (this);
945}
946
947void object::link ()
948{
949 count = ++ob_count;
950
951 prev = 0;
952 next = objects;
953
954 if (objects)
955 objects->prev = this;
956
957 objects = this;
958}
959
960void object::unlink ()
961{
962 count = 0;
963
964 /* Remove this object from the list of used objects */
965 if (prev)
966 {
967 prev->next = next;
968 prev = 0;
969 }
970
971 if (next)
972 {
973 next->prev = prev;
974 next = 0;
975 }
976
977 if (this == objects)
978 objects = next;
979}
980
981object *object::create ()
982{
983 object *op;
984
985 if (freed.empty ())
986 op = new object;
987 else
988 {
989 // highly annoying, but the only way to get it stable right now
990 op = freed.back (); freed.pop_back ();
991 op->~object ();
992 new ((void *)op) object;
993 }
994
995 op->link ();
996 return op;
997}
1051 998
1052/* 999/*
1053 * free_object() frees everything allocated by an object, removes 1000 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 1001 * it from the list of used objects, and puts it on the list of
1055 * free objects. The IS_FREED() flag is set in the object. 1002 * free objects. The IS_FREED() flag is set in the object.
1057 * this function to succeed. 1004 * this function to succeed.
1058 * 1005 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 1006 * If free_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 1007 * inventory to the ground.
1061 */ 1008 */
1062 1009void object::free (bool free_inventory)
1063void free_object(object *ob) { 1010{
1064 free_object2(ob, 0);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068
1069 ob->clear ();
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 1011 if (!QUERY_FLAG (this, FLAG_REMOVED))
1012 {
1072 LOG(llevDebug,"Free object called with non removed object\n"); 1013 LOG (llevDebug, "Free object called with non removed object\n");
1073 dump_object(ob); 1014 dump_object (this);
1074#ifdef MANY_CORES 1015#ifdef MANY_CORES
1075 abort(); 1016 abort ();
1076#endif 1017#endif
1077 } 1018 }
1019
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 1020 if (QUERY_FLAG (this, FLAG_FRIENDLY))
1021 {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 1022 LOG (llevMonster, "Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob); 1023 remove_friendly_object (this);
1081 } 1024 }
1025
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 1026 if (QUERY_FLAG (this, FLAG_FREED))
1027 {
1083 dump_object(ob); 1028 dump_object (this);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 1029 LOG (llevError, "Trying to free freed object.\n%s\n", errmsg);
1085 return; 1030 return;
1031 }
1032
1033 if (more)
1086 } 1034 {
1087 if(ob->more!=NULL) { 1035 more->free (free_inventory);
1088 free_object2(ob->more, free_inventory); 1036 more = 0;
1089 ob->more=NULL; 1037 }
1038
1039 if (inv)
1090 } 1040 {
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process - 1041 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 1042 * if some form of movement is allowed, let objects
1094 * drop on that space. 1043 * drop on that space.
1095 */ 1044 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 1045 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1098 { 1046 {
1047 object *
1099 op=ob->inv; 1048 op = inv;
1049
1100 while(op!=NULL) { 1050 while (op)
1051 {
1052 object *
1101 tmp=op->below; 1053 tmp = op->below;
1054
1102 remove_ob(op); 1055 remove_ob (op);
1103 free_object2(op, free_inventory); 1056 op->free (free_inventory);
1104 op=tmp; 1057 op = tmp;
1105 } 1058 }
1106 } 1059 }
1060 else
1107 else { /* Put objects in inventory onto this space */ 1061 { /* Put objects in inventory onto this space */
1062 object *
1108 op=ob->inv; 1063 op = inv;
1064
1109 while(op!=NULL) { 1065 while (op)
1066 {
1067 object *
1110 tmp=op->below; 1068 tmp = op->below;
1069
1111 remove_ob(op); 1070 remove_ob (op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 1071
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 1072 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1073 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1114 free_object(op); 1074 free_object (op);
1115 else { 1075 else
1076 {
1116 op->x=ob->x; 1077 op->x = x;
1117 op->y=ob->y; 1078 op->y = y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 1079 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1119 } 1080 }
1081
1120 op=tmp; 1082 op = tmp;
1121 } 1083 }
1122 } 1084 }
1123 } 1085 }
1086
1087 clear_owner (this);
1088
1124 /* Remove object from the active list */ 1089 /* Remove object from the active list */
1125 ob->speed = 0; 1090 speed = 0;
1126 update_ob_speed(ob); 1091 update_ob_speed (this);
1127 1092
1093 unlink ();
1094
1128 SET_FLAG(ob, FLAG_FREED); 1095 SET_FLAG (this, FLAG_FREED);
1129 ob->count = 0;
1130 1096
1131 /* Remove this object from the list of used objects */ 1097 mortals.push_back (this);
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152
1153
1154 /* Why aren't events freed? */
1155 free_key_values(ob);
1156
1157#if 0 /* MEMORY_DEBUG*/
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159 * presumes the freed_object will stick around for at least a little
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179}
1180
1181/*
1182 * count_free() returns the number of objects on the list of free objects.
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i;
1191}
1192
1193/*
1194 * count_used() returns the number of objects on the list of used objects.
1195 */
1196
1197int count_used(void) {
1198 int i=0;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203}
1204
1205/*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215} 1098}
1216 1099
1217/* 1100/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 1101 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 1102 * weight of an object (and what is carried by it's environment(s)).
1220 */ 1103 */
1221 1104
1105void
1222void sub_weight (object *op, signed long weight) { 1106sub_weight (object *op, signed long weight)
1107{
1223 while (op != NULL) { 1108 while (op != NULL)
1109 {
1224 if (op->type == CONTAINER) { 1110 if (op->type == CONTAINER)
1111 {
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1112 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1113 }
1227 op->carrying-=weight; 1114 op->carrying -= weight;
1228 op = op->env; 1115 op = op->env;
1229 } 1116 }
1230} 1117}
1231 1118
1232/* remove_ob(op): 1119/* remove_ob(op):
1233 * This function removes the object op from the linked list of objects 1120 * 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 1121 * which it is currently tied to. When this function is done, the
1236 * environment, the x and y coordinates will be updated to 1123 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1124 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1125 * Beware: This function is called from the editor as well!
1239 */ 1126 */
1240 1127
1128void
1241void remove_ob(object *op) { 1129remove_ob (object *op)
1242 object *tmp,*last=NULL; 1130{
1243 object *otmp; 1131 object *
1244 tag_t tag; 1132 tmp, *
1133 last = NULL;
1134 object *
1135 otmp;
1136 tag_t
1137 tag;
1138 int
1245 int check_walk_off; 1139 check_walk_off;
1246 mapstruct *m; 1140 mapstruct *
1247 sint16 x,y;
1248 1141 m;
1142 sint16
1143 x,
1144 y;
1249 1145
1146
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1147 if (QUERY_FLAG (op, FLAG_REMOVED))
1148 {
1251 dump_object(op); 1149 dump_object (op);
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg); 1150 LOG (llevError, "Trying to remove removed object.\n%s\n", errmsg);
1253 1151
1254 /* Changed it to always dump core in this case. As has been learned 1152 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always 1153 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something 1154 * make things worse, and this is a real error here - something
1257 * that should not happen. 1155 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something 1156 * 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 1157 * 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 1158 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems. 1159 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01 1160 * MSW 2001-07-01
1263 */ 1161 */
1264 abort(); 1162 abort ();
1265 } 1163 }
1266 if(op->more!=NULL) 1164 if (op->more != NULL)
1267 remove_ob(op->more); 1165 remove_ob (op->more);
1268 1166
1269 SET_FLAG(op, FLAG_REMOVED); 1167 SET_FLAG (op, FLAG_REMOVED);
1270 1168
1271 /* 1169 /*
1272 * In this case, the object to be removed is in someones 1170 * In this case, the object to be removed is in someones
1273 * inventory. 1171 * inventory.
1274 */ 1172 */
1275 if(op->env!=NULL) { 1173 if (op->env != NULL)
1174 {
1276 if(op->nrof) 1175 if (op->nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1176 sub_weight (op->env, op->weight * op->nrof);
1278 else 1177 else
1279 sub_weight(op->env, op->weight+op->carrying); 1178 sub_weight (op->env, op->weight + op->carrying);
1280 1179
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1180 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1181 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1182 * to save cpu time.
1284 */ 1183 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1184 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp); 1185 fix_player (otmp);
1288 1186
1289 if(op->above!=NULL) 1187 if (op->above != NULL)
1290 op->above->below=op->below; 1188 op->above->below = op->below;
1291 else 1189 else
1292 op->env->inv=op->below; 1190 op->env->inv = op->below;
1293 1191
1294 if(op->below!=NULL) 1192 if (op->below != NULL)
1295 op->below->above=op->above; 1193 op->below->above = op->above;
1296 1194
1297 /* we set up values so that it could be inserted into 1195 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1196 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1197 * to the caller to decide what we want to do.
1300 */ 1198 */
1301 op->x=op->env->x,op->y=op->env->y; 1199 op->x = op->env->x, op->y = op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map; 1200 op->map = op->env->map;
1304 op->above=NULL,op->below=NULL; 1201 op->above = NULL, op->below = NULL;
1305 op->env=NULL; 1202 op->env = NULL;
1306 return; 1203 return;
1307 } 1204 }
1308 1205
1309 /* If we get here, we are removing it from a map */ 1206 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return; 1207 if (op->map == NULL)
1208 return;
1311 1209
1312 x = op->x; 1210 x = op->x;
1313 y = op->y; 1211 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y); 1212 m = get_map_from_coord (op->map, &x, &y);
1315 1213
1316 if (!m) { 1214 if (!m)
1215 {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1216 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); 1217 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue. 1218 /* 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 1219 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed. 1220 * screwed up and should be fixed.
1322 */ 1221 */
1323 abort(); 1222 abort ();
1324 } 1223 }
1325 if (op->map != m) { 1224 if (op->map != m)
1225 {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n", 1226 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); 1227 op->map->path, m->path, op->x, op->y, x, y);
1328 } 1228 }
1329 1229
1330 /* Re did the following section of code - it looks like it had 1230 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about 1231 * lots of logic for things we no longer care about
1332 */ 1232 */
1333 1233
1334 /* link the object above us */ 1234 /* link the object above us */
1335 if (op->above) 1235 if (op->above)
1336 op->above->below=op->below; 1236 op->above->below = op->below;
1337 else 1237 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1238 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1339 1239
1340 /* Relink the object below us, if there is one */ 1240 /* Relink the object below us, if there is one */
1341 if(op->below) { 1241 if (op->below)
1242 {
1342 op->below->above=op->above; 1243 op->below->above = op->above;
1343 } else { 1244 }
1245 else
1246 {
1344 /* Nothing below, which means we need to relink map object for this space 1247 /* 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 1248 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1249 * evident
1347 */ 1250 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1251 if (GET_MAP_OB (m, x, y) != op)
1252 {
1349 dump_object(op); 1253 dump_object (op);
1350 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1254 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",
1255 errmsg);
1351 dump_object(GET_MAP_OB(m,x,y)); 1256 dump_object (GET_MAP_OB (m, x, y));
1352 LOG(llevError,"%s\n",errmsg); 1257 LOG (llevError, "%s\n", errmsg);
1353 } 1258 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1259 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1355 } 1260 }
1356 op->above=NULL; 1261 op->above = NULL;
1357 op->below=NULL; 1262 op->below = NULL;
1358 1263
1359 if (op->map->in_memory == MAP_SAVING) 1264 if (op->map->in_memory == MAP_SAVING)
1360 return; 1265 return;
1361 1266
1362 tag = op->count; 1267 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1268 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1269 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1270 {
1365 /* No point updating the players look faces if he is the object 1271 /* No point updating the players look faces if he is the object
1366 * being removed. 1272 * being removed.
1367 */ 1273 */
1368 1274
1369 if(tmp->type==PLAYER && tmp!=op) { 1275 if (tmp->type == PLAYER && tmp != op)
1276 {
1370 /* If a container that the player is currently using somehow gets 1277 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1278 * removed (most likely destroyed), update the player view
1372 * appropriately. 1279 * appropriately.
1373 */ 1280 */
1374 if (tmp->container==op) { 1281 if (tmp->container == op)
1282 {
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1283 CLEAR_FLAG (op, FLAG_APPLIED);
1376 tmp->container=NULL; 1284 tmp->container = NULL;
1377 } 1285 }
1378 tmp->contr->socket.update_look=1; 1286 tmp->contr->socket.update_look = 1;
1379 } 1287 }
1380 /* See if player moving off should effect something */ 1288 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1289 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1290 {
1383 1291
1384 move_apply(tmp, op, NULL); 1292 move_apply (tmp, op, NULL);
1385 if (was_destroyed (op, tag)) { 1293 if (was_destroyed (op, tag))
1294 {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1295 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name);
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 } 1296 }
1389 } 1297 }
1390 1298
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1299 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1300
1393 if(tmp->above == tmp) 1301 if (tmp->above == tmp)
1394 tmp->above = NULL; 1302 tmp->above = NULL;
1395 last=tmp; 1303 last = tmp;
1396 } 1304 }
1397 /* last == NULL of there are no objects on this space */ 1305 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1306 if (last == NULL)
1307 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1308 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1309 * 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 1310 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1311 * be correct anyways.
1403 */ 1312 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1313 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1314 update_position (op->map, op->x, op->y);
1406 } 1315 }
1407 else 1316 else
1408 update_object(last, UP_OBJ_REMOVE); 1317 update_object (last, UP_OBJ_REMOVE);
1409 1318
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1319 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y); 1320 update_all_los (op->map, op->x, op->y);
1412 1321
1413} 1322}
1414 1323
1415/* 1324/*
1416 * merge_ob(op,top): 1325 * merge_ob(op,top):
1419 * merges op to the first matching object. 1328 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1329 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1330 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1331 */
1423 1332
1333object *
1424object *merge_ob(object *op, object *top) { 1334merge_ob (object *op, object *top)
1335{
1425 if(!op->nrof) 1336 if (!op->nrof)
1426 return 0; 1337 return 0;
1427 if(top==NULL) 1338 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1339 for (top = op; top != NULL && top->above != NULL; top = top->above);
1429 for(;top!=NULL;top=top->below) { 1340 for (; top != NULL; top = top->below)
1341 {
1430 if(top==op) 1342 if (top == op)
1431 continue; 1343 continue;
1432 if (CAN_MERGE(op,top)) 1344 if (CAN_MERGE (op, top))
1433 { 1345 {
1434 top->nrof+=op->nrof; 1346 top->nrof += op->nrof;
1347
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1348/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1349 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1350 remove_ob (op);
1438 free_object(op); 1351 free_object (op);
1439 return top; 1352 return top;
1440 } 1353 }
1441 } 1354 }
1442 return NULL; 1355 return NULL;
1443} 1356}
1444 1357
1445/* 1358/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1359 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1360 * job preparing multi-part monsters
1448 */ 1361 */
1362object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1363insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1364{
1365 object *
1366 tmp;
1367
1451 if (op->head) 1368 if (op->head)
1452 op=op->head; 1369 op = op->head;
1453 for (tmp=op;tmp;tmp=tmp->more){ 1370 for (tmp = op; tmp; tmp = tmp->more)
1371 {
1454 tmp->x=x+tmp->arch->clone.x; 1372 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1373 tmp->y = y + tmp->arch->clone.y;
1456 } 1374 }
1457 return insert_ob_in_map (op, m, originator, flag); 1375 return insert_ob_in_map (op, m, originator, flag);
1458} 1376}
1459 1377
1460/* 1378/*
1461 * insert_ob_in_map (op, map, originator, flag): 1379 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1380 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1394 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1395 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1396 * just 'op' otherwise
1479 */ 1397 */
1480 1398
1399object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1400insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1482{ 1401{
1483 object *tmp, *top, *floor=NULL; 1402 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1403 sint16 x, y;
1485 1404
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1405 if (QUERY_FLAG (op, FLAG_FREED))
1406 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1407 LOG (llevError, "Trying to insert freed object!\n");
1408 return NULL;
1409 }
1410
1411 if (m == NULL)
1412 {
1413 dump_object (op);
1414 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1415 return op;
1416 }
1417
1418 if (out_of_map (m, op->x, op->y))
1419 {
1420 dump_object (op);
1421 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1422#ifdef MANY_CORES
1423 /* Better to catch this here, as otherwise the next use of this object
1424 * is likely to cause a crash. Better to find out where it is getting
1425 * improperly inserted.
1426 */
1427 abort ();
1428#endif
1429 return op;
1430 }
1431
1432 if (!QUERY_FLAG (op, FLAG_REMOVED))
1433 {
1434 dump_object (op);
1435 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1436 return op;
1437 }
1438
1439 if (op->more != NULL)
1440 {
1441 /* The part may be on a different map. */
1442
1443 object *
1444 more = op->more;
1445
1446 /* We really need the caller to normalize coordinates - if
1447 * we set the map, that doesn't work if the location is within
1448 * a map and this is straddling an edge. So only if coordinate
1449 * is clear wrong do we normalize it.
1450 */
1451 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1452 {
1453 more->map = get_map_from_coord (m, &more->x, &more->y);
1454 }
1455 else if (!more->map)
1456 {
1457 /* For backwards compatibility - when not dealing with tiled maps,
1458 * more->map should always point to the parent.
1459 */
1460 more->map = m;
1461 }
1462
1463 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1464 {
1465 if (!op->head)
1466 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1467 return NULL;
1468 }
1469 }
1470
1471 CLEAR_FLAG (op, FLAG_REMOVED);
1472
1473 /* Ideally, the caller figures this out. However, it complicates a lot
1474 * of areas of callers (eg, anything that uses find_free_spot would now
1475 * need extra work
1476 */
1477 op->map = get_map_from_coord (m, &op->x, &op->y);
1478 x = op->x;
1479 y = op->y;
1480
1481 /* this has to be done after we translate the coordinates.
1482 */
1483 if (op->nrof && !(flag & INS_NO_MERGE))
1484 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1485 if (CAN_MERGE (op, tmp))
1486 {
1487 op->nrof += tmp->nrof;
1488 remove_ob (tmp);
1489 free_object (tmp);
1490 }
1491
1492 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1493 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1494
1495 if (!QUERY_FLAG (op, FLAG_ALIVE))
1496 CLEAR_FLAG (op, FLAG_NO_STEAL);
1497
1498 if (flag & INS_BELOW_ORIGINATOR)
1499 {
1500 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1501 {
1502 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1503 abort ();
1504 }
1505
1506 op->above = originator;
1507 op->below = originator->below;
1508
1509 if (op->below)
1510 op->below->above = op;
1511 else
1512 SET_MAP_OB (op->map, op->x, op->y, op);
1513
1514 /* since *below* originator, no need to update top */
1515 originator->below = op;
1516 }
1517 else
1518 {
1519 /* If there are other objects, then */
1520 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1521 {
1522 object *last = NULL;
1523
1524 /*
1525 * If there are multiple objects on this space, we do some trickier handling.
1526 * We've already dealt with merging if appropriate.
1527 * Generally, we want to put the new object on top. But if
1528 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1529 * floor, we want to insert above that and no further.
1530 * Also, if there are spell objects on this space, we stop processing
1531 * once we get to them. This reduces the need to traverse over all of
1532 * them when adding another one - this saves quite a bit of cpu time
1533 * when lots of spells are cast in one area. Currently, it is presumed
1534 * that flying non pickable objects are spell objects.
1535 */
1536
1537 while (top != NULL)
1538 {
1539 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1540 floor = top;
1541 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1542 {
1543 /* We insert above top, so we want this object below this */
1544 top = top->below;
1545 break;
1546 }
1547 last = top;
1548 top = top->above;
1549 }
1550 /* Don't want top to be NULL, so set it to the last valid object */
1551 top = last;
1552
1553 /* We let update_position deal with figuring out what the space
1554 * looks like instead of lots of conditions here.
1555 * makes things faster, and effectively the same result.
1556 */
1557
1558 /* Have object 'fall below' other objects that block view.
1559 * Unless those objects are exits, type 66
1560 * If INS_ON_TOP is used, don't do this processing
1561 * Need to find the object that in fact blocks view, otherwise
1562 * stacking is a bit odd.
1563 */
1564 if (!(flag & INS_ON_TOP) &&
1565 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1566 {
1567 for (last = top; last != floor; last = last->below)
1568 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1569 break;
1570 /* Check to see if we found the object that blocks view,
1571 * and make sure we have a below pointer for it so that
1572 * we can get inserted below this one, which requires we
1573 * set top to the object below us.
1574 */
1575 if (last && last->below && last != floor)
1576 top = last->below;
1577 }
1578 } /* If objects on this space */
1579
1580 if (flag & INS_MAP_LOAD)
1581 top = GET_MAP_TOP (op->map, op->x, op->y);
1582
1583 if (flag & INS_ABOVE_FLOOR_ONLY)
1584 top = floor;
1585
1586 /* Top is the object that our object (op) is going to get inserted above.
1587 */
1588
1589 /* First object on this space */
1590 if (!top)
1591 {
1592 op->above = GET_MAP_OB (op->map, op->x, op->y);
1593
1594 if (op->above)
1595 op->above->below = op;
1596
1597 op->below = NULL;
1598 SET_MAP_OB (op->map, op->x, op->y, op);
1599 }
1600 else
1601 { /* get inserted into the stack above top */
1602 op->above = top->above;
1603
1604 if (op->above)
1605 op->above->below = op;
1606
1607 op->below = top;
1608 top->above = op;
1609 }
1610
1611 if (op->above == NULL)
1612 SET_MAP_TOP (op->map, op->x, op->y, op);
1613 } /* else not INS_BELOW_ORIGINATOR */
1614
1615 if (op->type == PLAYER)
1616 op->contr->do_los = 1;
1617
1618 /* If we have a floor, we know the player, if any, will be above
1619 * it, so save a few ticks and start from there.
1620 */
1621 if (!(flag & INS_MAP_LOAD))
1622 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1623 if (tmp->type == PLAYER)
1624 tmp->contr->socket.update_look = 1;
1625
1626 /* If this object glows, it may affect lighting conditions that are
1627 * visible to others on this map. But update_all_los is really
1628 * an inefficient way to do this, as it means los for all players
1629 * on the map will get recalculated. The players could very well
1630 * be far away from this change and not affected in any way -
1631 * this should get redone to only look for players within range,
1632 * or just updating the P_NEED_UPDATE for spaces within this area
1633 * of effect may be sufficient.
1634 */
1635 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1636 update_all_los (op->map, op->x, op->y);
1637
1638
1639 /* updates flags (blocked, alive, no magic, etc) for this map space */
1640 update_object (op, UP_OBJ_INSERT);
1641
1642
1643 /* Don't know if moving this to the end will break anything. However,
1644 * we want to have update_look set above before calling this.
1645 *
1646 * check_move_on() must be after this because code called from
1647 * check_move_on() depends on correct map flags (so functions like
1648 * blocked() and wall() work properly), and these flags are updated by
1649 * update_object().
1650 */
1651
1652 /* if this is not the head or flag has been passed, don't check walk on status */
1653 if (!(flag & INS_NO_WALK_ON) && !op->head)
1654 {
1655 if (check_move_on (op, originator))
1488 return NULL; 1656 return NULL;
1489 }
1490 if(m==NULL) {
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493 return op;
1494 }
1495 if(out_of_map(m,op->x,op->y)) {
1496 dump_object(op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted.
1502 */
1503 abort();
1504#endif
1505 return op;
1506 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op;
1511 }
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */
1514 1657
1515 object *more = op->more;
1516
1517 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it.
1521 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y);
1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent.
1530 */
1531 more->map = m;
1532 }
1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535 if ( ! op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL;
1538 }
1539 }
1540 CLEAR_FLAG(op,FLAG_REMOVED);
1541
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work
1549 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y);
1551 x = op->x;
1552 y = op->y;
1553
1554 /* this has to be done after we translate the coordinates.
1555 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) {
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1558 if (CAN_MERGE(op,tmp)) {
1559 op->nrof+=tmp->nrof;
1560 remove_ob(tmp);
1561 free_object(tmp);
1562 }
1563 }
1564
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED);
1567 if (!QUERY_FLAG(op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL);
1569
1570 if (flag & INS_BELOW_ORIGINATOR) {
1571 if (originator->map != op->map || originator->x != op->x ||
1572 originator->y != op->y) {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort();
1575 }
1576 op->above = originator;
1577 op->below = originator->below;
1578 if (op->below) op->below->above = op;
1579 else SET_MAP_OB(op->map, op->x, op->y, op);
1580 /* since *below* originator, no need to update top */
1581 originator->below = op;
1582 } else {
1583 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1585 object *last=NULL;
1586 /*
1587 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects.
1597 */
1598
1599 while (top != NULL) {
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 {
1606 /* We insert above top, so we want this object below this */
1607 top=top->below;
1608 break;
1609 }
1610 last = top;
1611 top = top->above;
1612 }
1613 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last;
1615
1616 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result.
1619 */
1620
1621 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd.
1626 */
1627 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1629 (op->face && !op->face->visibility)) {
1630 for (last=top; last != floor; last=last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1632 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we
1635 * set top to the object below us.
1636 */
1637 if (last && last->below && last != floor) top=last->below;
1638 }
1639 } /* If objects on this space */
1640 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y);
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1643
1644 /* Top is the object that our object (op) is going to get inserted above.
1645 */
1646
1647 /* First object on this space */
1648 if (!top) {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y);
1650 if (op->above) op->above->below = op;
1651 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */
1654 op->above = top->above;
1655 if (op->above) op->above->below = op;
1656 op->below = top;
1657 top->above = op;
1658 }
1659 if (op->above==NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */
1662
1663 if(op->type==PLAYER)
1664 op->contr->do_los=1;
1665
1666 /* If we have a floor, we know the player, if any, will be above
1667 * it, so save a few ticks and start from there.
1668 */
1669 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1671 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1;
1673 }
1674
1675 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient.
1683 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y);
1686
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT);
1690
1691
1692 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this.
1694 *
1695 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object().
1699 */
1700
1701 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) {
1704 if (check_move_on(op, originator))
1705 return NULL;
1706
1707 /* If we are a multi part object, lets work our way through the check 1658 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1659 * walk on's.
1709 */ 1660 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1661 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1662 if (check_move_on (tmp, originator))
1712 return NULL; 1663 return NULL;
1713 } 1664 }
1665
1714 return op; 1666 return op;
1715} 1667}
1716 1668
1717/* this function inserts an object in the map, but if it 1669/* 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. 1670 * 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. 1671 * op is the object to insert it under: supplies x and the map.
1720 */ 1672 */
1673void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1674replace_insert_ob_in_map (const char *arch_string, object *op)
1675{
1722 object *tmp; 1676 object *tmp;
1723 object *tmp1; 1677 object *tmp1;
1724 1678
1725 /* first search for itself and remove any old instances */ 1679 /* first search for itself and remove any old instances */
1726 1680
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1681 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1682 {
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1683 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1684 {
1729 remove_ob(tmp); 1685 remove_ob (tmp);
1730 free_object(tmp); 1686 free_object (tmp);
1731 } 1687 }
1732 } 1688 }
1733 1689
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1690 tmp1 = arch_to_object (find_archetype (arch_string));
1735 1691
1736 1692 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1693 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1694 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1695}
1740 1696
1741/* 1697/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1698 * 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 1699 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1700 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1701 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1702 * global static errmsg array.
1747 */ 1703 */
1748 1704
1705object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1706get_split_ob (object *orig_ob, uint32 nr)
1750 object *newob; 1707{
1708 object *
1709 newob;
1710 int
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1711 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1712
1753 if(orig_ob->nrof<nr) { 1713 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.", 1714 {
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1715 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1756 return NULL; 1716 return NULL;
1757 } 1717 }
1758 newob = object_create_clone(orig_ob); 1718 newob = object_create_clone (orig_ob);
1759 if((orig_ob->nrof-=nr)<1) { 1719 if ((orig_ob->nrof -= nr) < 1)
1720 {
1760 if ( ! is_removed) 1721 if (!is_removed)
1761 remove_ob(orig_ob); 1722 remove_ob (orig_ob);
1762 free_object2(orig_ob, 1); 1723 free_object2 (orig_ob, 1);
1763 } 1724 }
1764 else if ( ! is_removed) { 1725 else if (!is_removed)
1726 {
1765 if(orig_ob->env!=NULL) 1727 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1728 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1729 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1730 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1731 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"); 1732 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1733 return NULL;
1772 } 1734 }
1773 } 1735 }
1774 newob->nrof=nr; 1736 newob->nrof = nr;
1775 1737
1776 return newob; 1738 return newob;
1777} 1739}
1778 1740
1779/* 1741/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1742 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1743 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1744 * is subsequently removed and freed.
1783 * 1745 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1746 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1747 */
1786 1748
1749object *
1787object *decrease_ob_nr (object *op, uint32 i) 1750decrease_ob_nr (object *op, uint32 i)
1788{ 1751{
1789 object *tmp; 1752 object *
1753 tmp;
1790 player *pl; 1754 player *
1755 pl;
1791 1756
1792 if (i == 0) /* objects with op->nrof require this check */ 1757 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1758 return op;
1794 1759
1795 if (i > op->nrof) 1760 if (i > op->nrof)
1796 i = op->nrof; 1761 i = op->nrof;
1797 1762
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1763 if (QUERY_FLAG (op, FLAG_REMOVED))
1799 { 1764 {
1800 op->nrof -= i; 1765 op->nrof -= i;
1801 } 1766 }
1802 else if (op->env != NULL) 1767 else if (op->env != NULL)
1803 { 1768 {
1804 /* is this object in the players inventory, or sub container 1769 /* is this object in the players inventory, or sub container
1805 * therein? 1770 * therein?
1806 */ 1771 */
1807 tmp = is_player_inv (op->env); 1772 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened? 1773 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player. 1774 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly 1775 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map, 1776 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player. 1777 * and then searching the map for a player.
1813 */ 1778 */
1814 if (!tmp) { 1779 if (!tmp)
1780 {
1815 for (pl=first_player; pl; pl=pl->next) 1781 for (pl = first_player; pl; pl = pl->next)
1816 if (pl->ob->container == op->env) break; 1782 if (pl->ob->container == op->env)
1783 break;
1784 if (pl)
1817 if (pl) tmp=pl->ob; 1785 tmp = pl->ob;
1786 else
1818 else tmp=NULL; 1787 tmp = NULL;
1819 } 1788 }
1820 1789
1821 if (i < op->nrof) { 1790 if (i < op->nrof)
1791 {
1822 sub_weight (op->env, op->weight * i); 1792 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i; 1793 op->nrof -= i;
1824 if (tmp) { 1794 if (tmp)
1795 {
1825 esrv_send_item(tmp, op); 1796 esrv_send_item (tmp, op);
1826 } 1797 }
1798 }
1827 } else { 1799 else
1800 {
1828 remove_ob (op); 1801 remove_ob (op);
1829 op->nrof = 0; 1802 op->nrof = 0;
1830 if (tmp) { 1803 if (tmp)
1804 {
1831 esrv_del_item(tmp->contr, op->count); 1805 esrv_del_item (tmp->contr, op->count);
1832 } 1806 }
1833 } 1807 }
1834 } 1808 }
1835 else 1809 else
1836 { 1810 {
1811 object *
1837 object *above = op->above; 1812 above = op->above;
1838 1813
1839 if (i < op->nrof) { 1814 if (i < op->nrof)
1815 {
1840 op->nrof -= i; 1816 op->nrof -= i;
1817 }
1841 } else { 1818 else
1819 {
1842 remove_ob (op); 1820 remove_ob (op);
1843 op->nrof = 0; 1821 op->nrof = 0;
1844 } 1822 }
1845 /* Since we just removed op, op->above is null */ 1823 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1824 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1825 if (tmp->type == PLAYER)
1826 {
1848 if (op->nrof) 1827 if (op->nrof)
1849 esrv_send_item(tmp, op); 1828 esrv_send_item (tmp, op);
1850 else 1829 else
1851 esrv_del_item(tmp->contr, op->count); 1830 esrv_del_item (tmp->contr, op->count);
1852 } 1831 }
1853 } 1832 }
1854 1833
1855 if (op->nrof) { 1834 if (op->nrof)
1835 {
1856 return op; 1836 return op;
1857 } else { 1837 }
1838 else
1839 {
1858 free_object (op); 1840 free_object (op);
1859 return NULL; 1841 return NULL;
1860 } 1842 }
1861} 1843}
1862 1844
1863/* 1845/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1846 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1847 * and also updates how much the environment(s) is/are carrying.
1866 */ 1848 */
1867 1849
1850void
1868void add_weight (object *op, signed long weight) { 1851add_weight (object *op, signed long weight)
1852{
1869 while (op!=NULL) { 1853 while (op != NULL)
1854 {
1870 if (op->type == CONTAINER) { 1855 if (op->type == CONTAINER)
1856 {
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1857 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1858 }
1873 op->carrying+=weight; 1859 op->carrying += weight;
1874 op=op->env; 1860 op = op->env;
1875 } 1861 }
1876} 1862}
1877 1863
1878/* 1864/*
1879 * insert_ob_in_ob(op,environment): 1865 * insert_ob_in_ob(op,environment):
1880 * This function inserts the object op in the linked list 1866 * This function inserts the object op in the linked list
1887 * 1873 *
1888 * The function returns now pointer to inserted item, and return value can 1874 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1875 * be != op, if items are merged. -Tero
1890 */ 1876 */
1891 1877
1878object *
1892object *insert_ob_in_ob(object *op,object *where) { 1879insert_ob_in_ob (object *op, object *where)
1893 object *tmp, *otmp; 1880{
1881 object *
1882 tmp, *
1883 otmp;
1894 1884
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1885 if (!QUERY_FLAG (op, FLAG_REMOVED))
1886 {
1896 dump_object(op); 1887 dump_object (op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1888 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1898 return op; 1889 return op;
1899 } 1890 }
1900 if(where==NULL) { 1891 if (where == NULL)
1892 {
1901 dump_object(op); 1893 dump_object (op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1894 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1903 return op; 1895 return op;
1904 } 1896 }
1905 if (where->head) { 1897 if (where->head)
1906 LOG(llevDebug, 1898 {
1907 "Warning: Tried to insert object wrong part of multipart object.\n"); 1899 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head; 1900 where = where->head;
1909 } 1901 }
1910 if (op->more) { 1902 if (op->more)
1903 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1904 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1905 return op;
1914 } 1906 }
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1907 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1908 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1909 if (op->nrof)
1910 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1911 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1912 if (CAN_MERGE (tmp, op))
1913 {
1920 /* return the original object and remove inserted object 1914 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1915 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1916 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1917 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1918 * tmp->nrof, we need to increase the weight.
1925 */ 1919 */
1926 add_weight (where, op->weight*op->nrof); 1920 add_weight (where, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1921 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1922 free_object (op); /* free the inserted object */
1929 op = tmp; 1923 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1924 remove_ob (op); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1925 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1926 break;
1933 } 1927 }
1934 1928
1935 /* I assume combined objects have no inventory 1929 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1930 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1931 * (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 1932 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1933 * the linking below
1940 */ 1934 */
1941 add_weight (where, op->weight*op->nrof); 1935 add_weight (where, op->weight * op->nrof);
1936 }
1942 } else 1937 else
1943 add_weight (where, (op->weight+op->carrying)); 1938 add_weight (where, (op->weight + op->carrying));
1944 1939
1945 otmp=is_player_inv(where); 1940 otmp = is_player_inv (where);
1946 if (otmp&&otmp->contr!=NULL) { 1941 if (otmp && otmp->contr != NULL)
1942 {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1943 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1944 fix_player (otmp);
1949 } 1945 }
1950 1946
1951 op->map=NULL; 1947 op->map = NULL;
1952 op->env=where; 1948 op->env = where;
1953 op->above=NULL; 1949 op->above = NULL;
1954 op->below=NULL; 1950 op->below = NULL;
1955 op->x=0,op->y=0; 1951 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1952
1958 /* reset the light list and los of the players on the map */ 1953 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1954 if ((op->glow_radius != 0) && where->map)
1960 { 1955 {
1961#ifdef DEBUG_LIGHTS 1956#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1957 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1958#endif /* DEBUG_LIGHTS */
1959 if (MAP_DARKNESS (where->map))
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1960 update_all_los (where->map, where->x, where->y);
1966 } 1961 }
1967 1962
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1963 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1964 * It sure simplifies this function...
1970 */ 1965 */
1971 if (where->inv==NULL) 1966 if (where->inv == NULL)
1972 where->inv=op; 1967 where->inv = op;
1973 else { 1968 else
1969 {
1974 op->below = where->inv; 1970 op->below = where->inv;
1975 op->below->above = op; 1971 op->below->above = op;
1976 where->inv = op; 1972 where->inv = op;
1977 } 1973 }
1978 return op; 1974 return op;
1979} 1975}
1980 1976
1981/* 1977/*
1982 * Checks if any objects has a move_type that matches objects 1978 * 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 1993 * 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 1994 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1995 * on top.
2000 */ 1996 */
2001 1997
1998int
2002int check_move_on (object *op, object *originator) 1999check_move_on (object *op, object *originator)
2003{ 2000{
2004 object *tmp; 2001 object *
2005 tag_t tag; 2002 tmp;
2006 mapstruct *m=op->map; 2003 tag_t
2004 tag;
2005 mapstruct *
2006 m = op->map;
2007 int
2007 int x=op->x, y=op->y; 2008 x = op->x, y = op->y;
2008 MoveType move_on, move_slow, move_block; 2009 MoveType
2010 move_on,
2011 move_slow,
2012 move_block;
2009 2013
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 2014 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0; 2015 return 0;
2012 2016
2013 tag = op->count; 2017 tag = op->count;
2014 2018
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 2019 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); 2020 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); 2021 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2018 2022
2019 /* if nothing on this space will slow op down or be applied, 2023 /* 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 2024 * 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 2025 * is set, as lots of objects don't have it set - we treat that
2022 * as walking. 2026 * as walking.
2023 */ 2027 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 2028 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0; 2029 return 0;
2026 2030
2027 /* This is basically inverse logic of that below - basically, 2031 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so, 2032 * 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 2033 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct. 2034 * blocked. Logic on this seems confusing, but does seem correct.
2031 */ 2035 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 && 2036 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 2037 return 0;
2034 2038
2035 /* The objects have to be checked from top to bottom. 2039 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top: 2040 * Hence, we first go to the top:
2037 */ 2041 */
2038 2042
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 2043 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
2040 tmp->above!=NULL; tmp=tmp->above) { 2044 {
2041 /* Trim the search when we find the first other spell effect 2045 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects, 2046 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them. 2047 * we don't need to check all of them.
2044 */ 2048 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 2049 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
2050 break;
2046 } 2051 }
2047 for(;tmp!=NULL; tmp=tmp->below) { 2052 for (; tmp != NULL; tmp = tmp->below)
2053 {
2054 if (tmp == op)
2048 if (tmp == op) continue; /* Can't apply yourself */ 2055 continue; /* Can't apply yourself */
2049 2056
2050 /* Check to see if one of the movement types should be slowed down. 2057 /* 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 2058 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the 2059 * (~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 2060 * 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. 2061 * swim on that space, can't use it to avoid the penalty.
2055 */ 2062 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 2063 if (!QUERY_FLAG (op, FLAG_WIZPASS))
2064 {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 2065 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)) { 2066 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
2067 {
2060 2068
2069 float
2061 float diff; 2070 diff;
2062 2071
2063 diff = tmp->move_slow_penalty*FABS(op->speed); 2072 diff = tmp->move_slow_penalty * FABS (op->speed);
2064 if (op->type == PLAYER) { 2073 if (op->type == PLAYER)
2074 {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 2075 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))) { 2076 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2077 {
2067 diff /= 4.0; 2078 diff /= 4.0;
2068 } 2079 }
2069 } 2080 }
2070 op->speed_left -= diff; 2081 op->speed_left -= diff;
2071 } 2082 }
2072 } 2083 }
2073 2084
2074 /* Basically same logic as above, except now for actual apply. */ 2085 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 2086 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)) { 2087 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2088 {
2078 2089
2079 move_apply(tmp, op, originator); 2090 move_apply (tmp, op, originator);
2080 if (was_destroyed (op, tag)) 2091 if (was_destroyed (op, tag))
2081 return 1; 2092 return 1;
2082 2093
2083 /* what the person/creature stepped onto has moved the object 2094 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did, 2095 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result. 2096 * have a feeling strange problems would result.
2086 */ 2097 */
2087 if (op->map != m || op->x != x || op->y != y) return 0; 2098 if (op->map != m || op->x != x || op->y != y)
2099 return 0;
2088 } 2100 }
2089 } 2101 }
2090 return 0; 2102 return 0;
2091} 2103}
2092 2104
2093/* 2105/*
2094 * present_arch(arch, map, x, y) searches for any objects with 2106 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 2107 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 2108 * The first matching object is returned, or NULL if none.
2097 */ 2109 */
2098 2110
2111object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2112present_arch (const archetype *at, mapstruct *m, int x, int y)
2113{
2100 object *tmp; 2114 object *
2115 tmp;
2116
2101 if(m==NULL || out_of_map(m,x,y)) { 2117 if (m == NULL || out_of_map (m, x, y))
2118 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 2119 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 2120 return NULL;
2104 } 2121 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2122 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 2123 if (tmp->arch == at)
2107 return tmp; 2124 return tmp;
2108 return NULL; 2125 return NULL;
2109} 2126}
2110 2127
2111/* 2128/*
2112 * present(type, map, x, y) searches for any objects with 2129 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 2130 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 2131 * The first matching object is returned, or NULL if none.
2115 */ 2132 */
2116 2133
2134object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 2135present (unsigned char type, mapstruct *m, int x, int y)
2136{
2118 object *tmp; 2137 object *
2138 tmp;
2139
2119 if(out_of_map(m,x,y)) { 2140 if (out_of_map (m, x, y))
2141 {
2120 LOG(llevError,"Present called outside map.\n"); 2142 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 2143 return NULL;
2122 } 2144 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2145 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 2146 if (tmp->type == type)
2125 return tmp; 2147 return tmp;
2126 return NULL; 2148 return NULL;
2127} 2149}
2128 2150
2129/* 2151/*
2130 * present_in_ob(type, object) searches for any objects with 2152 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 2153 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 2154 * The first matching object is returned, or NULL if none.
2133 */ 2155 */
2134 2156
2157object *
2135object *present_in_ob(unsigned char type, const object *op) { 2158present_in_ob (unsigned char type, const object *op)
2159{
2136 object *tmp; 2160 object *
2161 tmp;
2162
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2163 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 2164 if (tmp->type == type)
2139 return tmp; 2165 return tmp;
2140 return NULL; 2166 return NULL;
2141} 2167}
2142 2168
2143/* 2169/*
2153 * the object name, not the archetype name. this is so that the 2179 * 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 2180 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2181 * to be unique.
2156 */ 2182 */
2157 2183
2184object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2185present_in_ob_by_name (int type, const char *str, const object *op)
2186{
2159 object *tmp; 2187 object *
2188 tmp;
2160 2189
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2190 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2191 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2192 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2193 return tmp;
2164 } 2194 }
2165 return NULL; 2195 return NULL;
2166} 2196}
2167 2197
2168/* 2198/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2199 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2200 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2201 * The first matching object is returned, or NULL if none.
2172 */ 2202 */
2173 2203
2204object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2205present_arch_in_ob (const archetype *at, const object *op)
2206{
2175 object *tmp; 2207 object *
2208 tmp;
2209
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2210 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2211 if (tmp->arch == at)
2178 return tmp; 2212 return tmp;
2179 return NULL; 2213 return NULL;
2180} 2214}
2181 2215
2182/* 2216/*
2183 * activate recursively a flag on an object inventory 2217 * activate recursively a flag on an object inventory
2184 */ 2218 */
2219void
2185void flag_inv(object*op, int flag){ 2220flag_inv (object *op, int flag)
2221{
2186 object *tmp; 2222 object *
2223 tmp;
2224
2187 if(op->inv) 2225 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2226 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2227 {
2189 SET_FLAG(tmp, flag); 2228 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2229 flag_inv (tmp, flag);
2191 } 2230 }
2192}/* 2231} /*
2193 * desactivate recursively a flag on an object inventory 2232 * desactivate recursively a flag on an object inventory
2194 */ 2233 */
2234void
2195void unflag_inv(object*op, int flag){ 2235unflag_inv (object *op, int flag)
2236{
2196 object *tmp; 2237 object *
2238 tmp;
2239
2197 if(op->inv) 2240 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2241 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2242 {
2199 CLEAR_FLAG(tmp, flag); 2243 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2244 unflag_inv (tmp, flag);
2201 } 2245 }
2202} 2246}
2203 2247
2204/* 2248/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2249 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2250 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2251 * 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. 2252 * him/her-self and all object carried by a call to this function.
2209 */ 2253 */
2210 2254
2255void
2211void set_cheat(object *op) { 2256set_cheat (object *op)
2257{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2258 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2259 flag_inv (op, FLAG_WAS_WIZ);
2214} 2260}
2215 2261
2216/* 2262/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2263 * 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 2264 * a spot at the given map and coordinates which will be able to contain
2233 * to know if the space in question will block the object. We can't use 2279 * 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 2280 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2281 * customized, changed states, etc.
2236 */ 2282 */
2237 2283
2284int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2285find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2286{
2287 int
2288 i,
2239 int i,index=0, flag; 2289 index = 0, flag;
2290 static int
2240 static int altern[SIZEOFFREE]; 2291 altern[SIZEOFFREE];
2241 2292
2242 for(i=start;i<stop;i++) { 2293 for (i = start; i < stop; i++)
2294 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2295 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2296 if (!flag)
2245 altern[index++]=i; 2297 altern[index++] = i;
2246 2298
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2299 /* 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. 2300 * 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 - 2301 * 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 2302 * 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 2303 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2304 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2305 * won't look 2 spaces south of the target space.
2254 */ 2306 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2307 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2308 stop = maxfree[i];
2257 } 2309 }
2258 if(!index) return -1; 2310 if (!index)
2311 return -1;
2259 return altern[RANDOM()%index]; 2312 return altern[RANDOM () % index];
2260} 2313}
2261 2314
2262/* 2315/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2316 * find_first_free_spot(archetype, mapstruct, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2317 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2318 * 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. 2319 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2320 */
2268 2321
2322int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2323find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2324{
2325 int
2270 int i; 2326 i;
2327
2271 for(i=0;i<SIZEOFFREE;i++) { 2328 for (i = 0; i < SIZEOFFREE; i++)
2329 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2330 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2331 return i;
2274 } 2332 }
2275 return -1; 2333 return -1;
2276} 2334}
2277 2335
2278/* 2336/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2337 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2338 * arr[begin..end-1].
2281 */ 2339 */
2340static void
2282static void permute(int *arr, int begin, int end) 2341permute (int *arr, int begin, int end)
2283{ 2342{
2284 int i, j, tmp, len; 2343 int
2344 i,
2345 j,
2346 tmp,
2347 len;
2285 2348
2286 len = end-begin; 2349 len = end - begin;
2287 for(i = begin; i < end; i++) 2350 for (i = begin; i < end; i++)
2288 { 2351 {
2289 j = begin+RANDOM()%len; 2352 j = begin + RANDOM () % len;
2290 2353
2291 tmp = arr[i]; 2354 tmp = arr[i];
2292 arr[i] = arr[j]; 2355 arr[i] = arr[j];
2293 arr[j] = tmp; 2356 arr[j] = tmp;
2294 } 2357 }
2295} 2358}
2296 2359
2297/* new function to make monster searching more efficient, and effective! 2360/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2361 * 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 2362 * 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 2363 * 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 2364 * 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. 2365 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2366 */
2367void
2304void get_search_arr(int *search_arr) 2368get_search_arr (int *search_arr)
2305{ 2369{
2370 int
2306 int i; 2371 i;
2307 2372
2308 for(i = 0; i < SIZEOFFREE; i++) 2373 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2374 {
2310 search_arr[i] = i; 2375 search_arr[i] = i;
2311 } 2376 }
2312 2377
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2378 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2379 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2380 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2381}
2317 2382
2318/* 2383/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2384 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2385 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2391 * 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 2392 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2393 * there is capable of.
2329 */ 2394 */
2330 2395
2396int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2397find_dir (mapstruct *m, int x, int y, object *exclude)
2398{
2399 int
2400 i,
2332 int i,max=SIZEOFFREE, mflags; 2401 max = SIZEOFFREE, mflags;
2333 sint16 nx, ny; 2402 sint16
2403 nx,
2404 ny;
2334 object *tmp; 2405 object *
2406 tmp;
2335 mapstruct *mp; 2407 mapstruct *
2336 MoveType blocked, move_type; 2408 mp;
2409 MoveType
2410 blocked,
2411 move_type;
2337 2412
2338 if (exclude && exclude->head) { 2413 if (exclude && exclude->head)
2414 {
2339 exclude = exclude->head; 2415 exclude = exclude->head;
2340 move_type = exclude->move_type; 2416 move_type = exclude->move_type;
2341 } else { 2417 }
2418 else
2419 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2420 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2421 move_type = MOVE_ALL;
2422 }
2423
2424 for (i = 1; i < max; i++)
2344 } 2425 {
2345
2346 for(i=1;i<max;i++) {
2347 mp = m; 2426 mp = m;
2348 nx = x + freearr_x[i]; 2427 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2428 ny = y + freearr_y[i];
2350 2429
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2430 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2431 if (mflags & P_OUT_OF_MAP)
2432 {
2353 max = maxfree[i]; 2433 max = maxfree[i];
2434 }
2354 } else { 2435 else
2436 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2437 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2438
2357 if ((move_type & blocked) == move_type) { 2439 if ((move_type & blocked) == move_type)
2440 {
2358 max=maxfree[i]; 2441 max = maxfree[i];
2442 }
2359 } else if (mflags & P_IS_ALIVE) { 2443 else if (mflags & P_IS_ALIVE)
2444 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2445 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2446 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2447 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2448 {
2363 break; 2449 break;
2364 } 2450 }
2365 } 2451 }
2366 if(tmp) { 2452 if (tmp)
2453 {
2367 return freedir[i]; 2454 return freedir[i];
2368 } 2455 }
2369 } 2456 }
2370 } 2457 }
2371 } 2458 }
2372 return 0; 2459 return 0;
2373} 2460}
2374 2461
2375/* 2462/*
2376 * distance(object 1, object 2) will return the square of the 2463 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2464 * distance between the two given objects.
2378 */ 2465 */
2379 2466
2467int
2380int distance(const object *ob1, const object *ob2) { 2468distance (const object *ob1, const object *ob2)
2469{
2381 int i; 2470 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2471 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2472
2473 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2474 return i;
2385} 2475}
2386 2476
2387/* 2477/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2478 * 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 2479 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2480 * object, needs to travel toward it.
2391 */ 2481 */
2392 2482
2483int
2393int find_dir_2(int x, int y) { 2484find_dir_2 (int x, int y)
2485{
2394 int q; 2486 int
2487 q;
2395 2488
2396 if(y) 2489 if (y)
2397 q=x*100/y; 2490 q = x * 100 / y;
2398 else if (x) 2491 else if (x)
2399 q= -300*x; 2492 q = -300 * x;
2400 else 2493 else
2401 return 0; 2494 return 0;
2402 2495
2403 if(y>0) { 2496 if (y > 0)
2497 {
2404 if(q < -242) 2498 if (q < -242)
2405 return 3 ; 2499 return 3;
2406 if (q < -41) 2500 if (q < -41)
2407 return 2 ; 2501 return 2;
2408 if (q < 41) 2502 if (q < 41)
2409 return 1 ; 2503 return 1;
2410 if (q < 242) 2504 if (q < 242)
2411 return 8 ; 2505 return 8;
2412 return 7 ; 2506 return 7;
2413 } 2507 }
2414 2508
2415 if (q < -242) 2509 if (q < -242)
2416 return 7 ; 2510 return 7;
2417 if (q < -41) 2511 if (q < -41)
2418 return 6 ; 2512 return 6;
2419 if (q < 41) 2513 if (q < 41)
2420 return 5 ; 2514 return 5;
2421 if (q < 242) 2515 if (q < 242)
2422 return 4 ; 2516 return 4;
2423 2517
2424 return 3 ; 2518 return 3;
2425} 2519}
2426 2520
2427/* 2521/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2522 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2523 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2524 * "overflow" in previous calculations of a direction).
2431 */ 2525 */
2432 2526
2527int
2433int absdir(int d) { 2528absdir (int d)
2434 while(d<1) d+=8; 2529{
2435 while(d>8) d-=8; 2530 while (d < 1)
2531 d += 8;
2532 while (d > 8)
2533 d -= 8;
2436 return d; 2534 return d;
2437} 2535}
2438 2536
2439/* 2537/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2538 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2539 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2540 */
2443 2541
2542int
2444int dirdiff(int dir1, int dir2) { 2543dirdiff (int dir1, int dir2)
2544{
2445 int d; 2545 int
2546 d;
2547
2446 d = abs(dir1 - dir2); 2548 d = abs (dir1 - dir2);
2447 if(d>4) 2549 if (d > 4)
2448 d = 8 - d; 2550 d = 8 - d;
2449 return d; 2551 return d;
2450} 2552}
2451 2553
2452/* peterm: 2554/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2559 * 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 2560 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2561 * functions.
2460 */ 2562 */
2461 2563
2564int
2462int reduction_dir[SIZEOFFREE][3] = { 2565 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2566 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2567 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2568 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2569 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2570 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2571 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2572 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2573 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2574 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2575 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2576 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2577 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2578 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2579 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2580 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2581 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2582 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2583 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2584 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2585 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2586 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2587 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2588 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2589 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2590 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2591 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2592 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2593 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2594 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2595 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2596 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2597 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2598 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2599 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2600 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2601 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2602 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2603 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2604 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2605 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2606 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2607 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2608 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2609 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2610 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2611 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2612 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2613 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2614 {24, 9, -1}
2615}; /* 48 */
2512 2616
2513/* Recursive routine to step back and see if we can 2617/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2618 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2619 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2620 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2621 * Modified to be map tile aware -.MSW
2518 */ 2622 */
2519
2520 2623
2624
2625int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2626can_see_monsterP (mapstruct *m, int x, int y, int dir)
2522 sint16 dx, dy; 2627{
2628 sint16
2629 dx,
2630 dy;
2631 int
2523 int mflags; 2632 mflags;
2524 2633
2634 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2635 return 0; /* exit condition: invalid direction */
2526 2636
2527 dx = x + freearr_x[dir]; 2637 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2638 dy = y + freearr_y[dir];
2529 2639
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2640 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2641
2532 /* This functional arguably was incorrect before - it was 2642 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2643 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2644 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2645 * 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 2646 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2647 * at least its move type.
2538 */ 2648 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2649 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2650 return 0;
2540 2651
2541 /* yes, can see. */ 2652 /* yes, can see. */
2542 if(dir < 9) return 1; 2653 if (dir < 9)
2654 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2655 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2656 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]);
2546} 2657}
2547 2658
2548 2659
2549 2660
2550/* 2661/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2662 * 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 2663 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2664 * picked up, otherwise 0.
2554 * 2665 *
2556 * core dumps if they do. 2667 * core dumps if they do.
2557 * 2668 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2669 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2670 */
2560 2671
2672int
2561int can_pick(const object *who, const object *item) { 2673can_pick (const object *who, const object *item)
2674{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2675 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2676 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2677 !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} 2678}
2567 2679
2568 2680
2569/* 2681/*
2570 * create clone from object to another 2682 * create clone from object to another
2571 */ 2683 */
2684object *
2572object *object_create_clone (object *asrc) { 2685object_create_clone (object *asrc)
2686{
2687 object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2688 dst = NULL, *tmp, *src, *part, *prev, *item;
2574 2689
2690 if (!asrc)
2575 if(!asrc) return NULL; 2691 return NULL;
2576 src = asrc; 2692 src = asrc;
2577 if(src->head) 2693 if (src->head)
2578 src = src->head; 2694 src = src->head;
2579 2695
2580 prev = NULL; 2696 prev = NULL;
2581 for(part = src; part; part = part->more) { 2697 for (part = src; part; part = part->more)
2698 {
2582 tmp = get_object(); 2699 tmp = get_object ();
2583 copy_object(part,tmp); 2700 copy_object (part, tmp);
2584 tmp->x -= src->x; 2701 tmp->x -= src->x;
2585 tmp->y -= src->y; 2702 tmp->y -= src->y;
2586 if(!part->head) { 2703 if (!part->head)
2704 {
2587 dst = tmp; 2705 dst = tmp;
2588 tmp->head = NULL; 2706 tmp->head = NULL;
2707 }
2589 } else { 2708 else
2709 {
2590 tmp->head = dst; 2710 tmp->head = dst;
2591 } 2711 }
2592 tmp->more = NULL; 2712 tmp->more = NULL;
2593 if(prev) 2713 if (prev)
2594 prev->more = tmp; 2714 prev->more = tmp;
2595 prev = tmp; 2715 prev = tmp;
2596 } 2716 }
2717
2597 /*** copy inventory ***/ 2718 /*** copy inventory ***/
2598 for(item = src->inv; item; item = item->below) { 2719 for (item = src->inv; item; item = item->below)
2720 {
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2721 (void) insert_ob_in_ob (object_create_clone (item), dst);
2600 } 2722 }
2601 2723
2602 return dst; 2724 return dst;
2603} 2725}
2604 2726
2605/* return true if the object was destroyed, 0 otherwise */ 2727/* return true if the object was destroyed, 0 otherwise */
2728int
2606int was_destroyed (const object *op, tag_t old_tag) 2729was_destroyed (const object *op, tag_t old_tag)
2607{ 2730{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more 2731 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */ 2732 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2733 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2734}
2612 2735
2613/* GROS - Creates an object using a string representing its content. */ 2736/* GROS - Creates an object using a string representing its content. */
2737
2614/* Basically, we save the content of the string to a temp file, then call */ 2738/* Basically, we save the content of the string to a temp file, then call */
2739
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2740/* load_object on it. I admit it is a highly inefficient way to make things, */
2741
2616/* but it was simple to make and allows reusing the load_object function. */ 2742/* but it was simple to make and allows reusing the load_object function. */
2743
2617/* Remember not to use load_object_str in a time-critical situation. */ 2744/* Remember not to use load_object_str in a time-critical situation. */
2745
2618/* Also remember that multiparts objects are not supported for now. */ 2746/* Also remember that multiparts objects are not supported for now. */
2619 2747
2748object *
2620object* load_object_str(const char *obstr) 2749load_object_str (const char *obstr)
2621{ 2750{
2622 object *op; 2751 object *
2752 op;
2753 char
2623 char filename[MAX_BUF]; 2754 filename[MAX_BUF];
2755
2624 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2756 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2625 2757
2758 FILE *
2626 FILE *tempfile=fopen(filename,"w"); 2759 tempfile = fopen (filename, "w");
2760
2627 if (tempfile == NULL) 2761 if (tempfile == NULL)
2628 { 2762 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2763 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2764 return NULL;
2631 }; 2765 };
2632 fprintf(tempfile,obstr); 2766 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2767 fclose (tempfile);
2634 2768
2635 op=get_object(); 2769 op = get_object ();
2636 2770
2637 object_thawer thawer (filename); 2771 object_thawer
2772 thawer (filename);
2773
2638 if (thawer) 2774 if (thawer)
2639 load_object(thawer,op,LO_NEWFILE,0); 2775 load_object (thawer, op, 0);
2776
2640 LOG(llevDebug," load str completed, object=%s\n",op->name); 2777 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2641 CLEAR_FLAG(op,FLAG_REMOVED); 2778 CLEAR_FLAG (op, FLAG_REMOVED);
2642 2779
2643 return op; 2780 return op;
2644} 2781}
2645 2782
2646/* This returns the first object in who's inventory that 2783/* This returns the first object in who's inventory that
2647 * has the same type and subtype match. 2784 * has the same type and subtype match.
2648 * returns NULL if no match. 2785 * returns NULL if no match.
2649 */ 2786 */
2787object *
2650object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2788find_obj_by_type_subtype (const object *who, int type, int subtype)
2651{ 2789{
2652 object *tmp; 2790 object *
2791 tmp;
2653 2792
2654 for (tmp=who->inv; tmp; tmp=tmp->below) 2793 for (tmp = who->inv; tmp; tmp = tmp->below)
2655 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2794 if (tmp->type == type && tmp->subtype == subtype)
2795 return tmp;
2656 2796
2657 return NULL; 2797 return NULL;
2658} 2798}
2659 2799
2660/* If ob has a field named key, return the link from the list, 2800/* If ob has a field named key, return the link from the list,
2661 * otherwise return NULL. 2801 * otherwise return NULL.
2662 * 2802 *
2663 * key must be a passed in shared string - otherwise, this won't 2803 * key must be a passed in shared string - otherwise, this won't
2664 * do the desired thing. 2804 * do the desired thing.
2665 */ 2805 */
2806key_value *
2666key_value * get_ob_key_link(const object * ob, const char * key) { 2807get_ob_key_link (const object *ob, const char *key)
2808{
2667 key_value * link; 2809 key_value *
2668 2810 link;
2811
2669 for (link = ob->key_values; link != NULL; link = link->next) { 2812 for (link = ob->key_values; link != NULL; link = link->next)
2813 {
2670 if (link->key == key) { 2814 if (link->key == key)
2815 {
2671 return link; 2816 return link;
2672 } 2817 }
2673 }
2674 2818 }
2819
2675 return NULL; 2820 return NULL;
2676} 2821}
2677 2822
2678/* 2823/*
2679 * Returns the value of op has an extra_field for key, or NULL. 2824 * Returns the value of op has an extra_field for key, or NULL.
2680 * 2825 *
2681 * The argument doesn't need to be a shared string. 2826 * The argument doesn't need to be a shared string.
2682 * 2827 *
2683 * The returned string is shared. 2828 * The returned string is shared.
2684 */ 2829 */
2830const char *
2685const char * get_ob_key_value(const object * op, const char * const key) { 2831get_ob_key_value (const object *op, const char *const key)
2832{
2686 key_value * link; 2833 key_value *
2687 const char * canonical_key; 2834 link;
2688 2835 const char *
2836 canonical_key;
2837
2689 canonical_key = find_string(key); 2838 canonical_key = shstr::find (key);
2690 2839
2691 if (canonical_key == NULL) { 2840 if (canonical_key == NULL)
2841 {
2692 /* 1. There being a field named key on any object 2842 /* 1. There being a field named key on any object
2693 * implies there'd be a shared string to find. 2843 * implies there'd be a shared string to find.
2694 * 2. Since there isn't, no object has this field. 2844 * 2. Since there isn't, no object has this field.
2695 * 3. Therefore, *this* object doesn't have this field. 2845 * 3. Therefore, *this* object doesn't have this field.
2696 */ 2846 */
2697 return NULL; 2847 return NULL;
2698 } 2848 }
2699 2849
2700 /* This is copied from get_ob_key_link() above - 2850 /* This is copied from get_ob_key_link() above -
2701 * only 4 lines, and saves the function call overhead. 2851 * only 4 lines, and saves the function call overhead.
2702 */ 2852 */
2703 for (link = op->key_values; link != NULL; link = link->next) { 2853 for (link = op->key_values; link != NULL; link = link->next)
2854 {
2704 if (link->key == canonical_key) { 2855 if (link->key == canonical_key)
2856 {
2705 return link->value; 2857 return link->value;
2706 } 2858 }
2707 } 2859 }
2708 return NULL; 2860 return NULL;
2709} 2861}
2710 2862
2711 2863
2712/* 2864/*
2713 * Updates the canonical_key in op to value. 2865 * Updates the canonical_key in op to value.
2717 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2869 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2718 * keys. 2870 * keys.
2719 * 2871 *
2720 * Returns TRUE on success. 2872 * Returns TRUE on success.
2721 */ 2873 */
2874int
2722int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2875set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2876{
2877 key_value *
2723 key_value * field = NULL, *last=NULL; 2878 field = NULL, *last = NULL;
2724 2879
2725 for (field=op->key_values; field != NULL; field=field->next) { 2880 for (field = op->key_values; field != NULL; field = field->next)
2881 {
2726 if (field->key != canonical_key) { 2882 if (field->key != canonical_key)
2883 {
2727 last = field; 2884 last = field;
2728 continue; 2885 continue;
2729 } 2886 }
2730 2887
2731 if (field->value) FREE_AND_CLEAR_STR(field->value);
2732 if (value) 2888 if (value)
2733 field->value = add_string(value); 2889 field->value = value;
2734 else { 2890 else
2891 {
2735 /* Basically, if the archetype has this key set, 2892 /* Basically, if the archetype has this key set,
2736 * we need to store the null value so when we save 2893 * we need to store the null value so when we save
2737 * it, we save the empty value so that when we load, 2894 * it, we save the empty value so that when we load,
2738 * we get this value back again. 2895 * we get this value back again.
2739 */ 2896 */
2740 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2897 if (get_ob_key_link (&op->arch->clone, canonical_key))
2741 field->value = NULL; 2898 field->value = 0;
2742 else { 2899 else
2743 /* Delete this link */ 2900 {
2744 if (field->key) FREE_AND_CLEAR_STR(field->key); 2901 if (last)
2745 if (field->value) FREE_AND_CLEAR_STR(field->value);
2746 if (last) last->next = field->next; 2902 last->next = field->next;
2903 else
2747 else op->key_values = field->next; 2904 op->key_values = field->next;
2905
2906 delete
2748 free(field); 2907 field;
2749 } 2908 }
2750 } 2909 }
2751 return TRUE; 2910 return TRUE;
2752 } 2911 }
2753 /* IF we get here, key doesn't exist */ 2912 /* IF we get here, key doesn't exist */
2754 2913
2755 /* No field, we'll have to add it. */ 2914 /* No field, we'll have to add it. */
2915
2916 if (!add_key)
2756 2917 {
2757 if (!add_key) {
2758 return FALSE; 2918 return FALSE;
2759 } 2919 }
2760 /* There isn't any good reason to store a null 2920 /* There isn't any good reason to store a null
2761 * value in the key/value list. If the archetype has 2921 * value in the key/value list. If the archetype has
2762 * this key, then we should also have it, so shouldn't 2922 * this key, then we should also have it, so shouldn't
2763 * be here. If user wants to store empty strings, 2923 * be here. If user wants to store empty strings,
2764 * should pass in "" 2924 * should pass in ""
2765 */ 2925 */
2766 if (value == NULL) return TRUE; 2926 if (value == NULL)
2767
2768 field = (key_value *) malloc(sizeof(key_value));
2769
2770 field->key = add_refcount(canonical_key);
2771 field->value = add_string(value);
2772 /* Usual prepend-addition. */
2773 field->next = op->key_values;
2774 op->key_values = field;
2775
2776 return TRUE; 2927 return TRUE;
2928
2929 field = new key_value;
2930
2931 field->key = canonical_key;
2932 field->value = value;
2933 /* Usual prepend-addition. */
2934 field->next = op->key_values;
2935 op->key_values = field;
2936
2937 return TRUE;
2777} 2938}
2778 2939
2779/* 2940/*
2780 * Updates the key in op to value. 2941 * Updates the key in op to value.
2781 * 2942 *
2783 * and not add new ones. 2944 * and not add new ones.
2784 * In general, should be little reason FALSE is ever passed in for add_key 2945 * In general, should be little reason FALSE is ever passed in for add_key
2785 * 2946 *
2786 * Returns TRUE on success. 2947 * Returns TRUE on success.
2787 */ 2948 */
2949int
2788int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2950set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2789 const char * canonical_key = NULL; 2951{
2790 int floating_ref = FALSE; 2952 shstr
2791 int ret; 2953 key_ (key);
2792 2954
2793 /* HACK This mess is to make sure set_ob_value() passes a shared string
2794 * to get_ob_key_link(), without leaving a leaked refcount.
2795 */
2796
2797 canonical_key = find_string(key);
2798 if (canonical_key == NULL) {
2799 canonical_key = add_string(key);
2800 floating_ref = TRUE;
2801 }
2802
2803 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2955 return set_ob_key_value_s (op, key_, value, add_key);
2804
2805 if (floating_ref) {
2806 free_string(canonical_key);
2807 }
2808
2809 return ret;
2810} 2956}

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