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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 1.32 by root, Mon Sep 11 23:53:30 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.9 2006/08/30 06:06:26 root Exp $";
4 */
5 1
6/* 2/*
7 CrossFire, A Multiplayer game for X-windows 3 CrossFire, A Multiplayer game for X-windows
8 4
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h> 34#include <skills.h>
41#include <loader.h> 35#include <loader.h>
42#ifdef MEMORY_DEBUG 36
43int nroffreeobjects = 0;
44int nrofallocobjects = 0; 37int 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 38
53object *objects; /* Pointer to the list of used objects */ 39object *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 */ 40object *active_objects; /* List of active objects that need to be processed */
56 41
57short freearr_x[SIZEOFFREE]= 42short 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}; 43 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]= 44};
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, 45short 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}; 46 -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]= 47};
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, 48int 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}; 49 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
50};
66int freedir[SIZEOFFREE]= { 51int 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, 52 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}; 53 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 54};
70 55
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 58compare_ob_value_lists_one (const object *wants, const object *has)
59{
73 key_value * wants_field; 60 key_value *wants_field;
74 61
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 62 /* 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 63 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 64 * different structure or at least keep the lists sorted...
78 */ 65 */
79 66
80 /* For each field in wants, */ 67 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
69 {
82 key_value * has_field; 70 key_value *has_field;
83 71
84 /* Look for a field in has with the same key. */ 72 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 73 has_field = get_ob_key_link (has, wants_field->key);
74
75 if (has_field == NULL)
86 76 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 77 /* No field with that name. */
89 return FALSE; 78 return FALSE;
90 }
91 79 }
80
92 /* Found the matching field. */ 81 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 82 if (has_field->value != wants_field->value)
83 {
94 /* Values don't match, so this half of the comparison is false. */ 84 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 85 return FALSE;
96 } 86 }
97 87
98 /* If we get here, we found a match. Now for the next field in wants. */ 88 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 89 }
90
101 /* If we get here, every field in wants has a matching field in has. */ 91 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 92 return TRUE;
103} 93}
104 94
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 95/* Returns TRUE if ob1 has the same key_values as ob2. */
96static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 97compare_ob_value_lists (const object *ob1, const object *ob2)
98{
107 /* However, there may be fields in has which aren't partnered in wants, 99 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 100 * so we need to run the comparison *twice*. :(
109 */ 101 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 102 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 103}
112 104
113/* Function examines the 2 objects given to it, and returns true if 105/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 106 * they can be merged together.
115 * 107 *
121 * 113 *
122 * Improvements made with merge: Better checking on potion, and also 114 * Improvements made with merge: Better checking on potion, and also
123 * check weight 115 * check weight
124 */ 116 */
125 117
126int CAN_MERGE(object *ob1, object *ob2) { 118bool object::can_merge (object *ob1, object *ob2)
127 119{
128 /* A couple quicksanity checks */ 120 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 121 if ((ob1 == ob2) || (ob1->type != ob2->type))
122 return 0;
130 123
131 if (ob1->speed != ob2->speed) return 0; 124 if (ob1->speed != ob2->speed)
132 /* Note sure why the following is the case - either the object has to 125 return 0;
133 * be animated or have a very low speed. Is this an attempted monster 126
134 * check? 127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof).
135 */ 130 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 131 if (ob1->nrof + ob2->nrof >= 1UL << 31)
132 return 0;
133
134 /* If the objects have been identified, set the BEEN_APPLIED flag.
135 * This is to the comparison of the flags below will be OK. We
136 * just can't ignore the been applied or identified flags, as they
137 * are not equal - just if it has been identified, the been_applied
138 * flags lose any meaning.
139 */
140 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145
146
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) ||
157 (ob1->title != ob2->title) ||
158 (ob1->msg != ob2->msg) ||
159 (ob1->weight != ob2->weight) ||
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
162 (ob1->attacktype != ob2->attacktype) ||
163 (ob1->magic != ob2->magic) ||
164 (ob1->slaying != ob2->slaying) ||
165 (ob1->skill != ob2->skill) ||
166 (ob1->value != ob2->value) ||
167 (ob1->animation_id != ob2->animation_id) ||
168 (ob1->client_type != ob2->client_type) ||
169 (ob1->materialname != ob2->materialname) ||
170 (ob1->lore != ob2->lore) ||
171 (ob1->subtype != ob2->subtype) ||
172 (ob1->move_type != ob2->move_type) ||
173 (ob1->move_block != ob2->move_block) ||
174 (ob1->move_allow != ob2->move_allow) ||
175 (ob1->move_on != ob2->move_on) ||
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty))
177 return 0;
178
179 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory.
181 */
182 if (ob1->inv || ob2->inv)
183 {
184 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 186 return 0;
138 187
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 188 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 189 if (!CAN_MERGE (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 190 return 0;
145 191
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 192 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 193 * if it is valid.
158 */ 194 */
159 } 195 }
160 196
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 197 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 198 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 199 * some items equipped, and we don't want those to merge.
212 */ 200 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 201 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
202 return 0;
203
204 /* Note sure why the following is the case - either the object has to
205 * be animated or have a very low speed. Is this an attempted monster
206 * check?
207 */
208 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
209 return 0;
210
211 switch (ob1->type)
212 {
213 case SCROLL:
214 if (ob1->level != ob2->level)
215 return 0;
216 break;
217 }
218
219 if (ob1->key_values != NULL || ob2->key_values != NULL)
220 {
221 /* At least one of these has key_values. */
222 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
223 /* One has fields, but the other one doesn't. */
214 return 0; 224 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)) { 225 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 226 return 0;
229 } 227 }
228
229 //TODO: generate an event or call into perl for additional checks
230 if (ob1->self || ob2->self)
230 } 231 {
232 ob1->optimise ();
233 ob2->optimise ();
231 234
235 if (ob1->self || ob2->self)
236 return 0;
237 }
238
232 /* Everything passes, must be OK. */ 239 /* Everything passes, must be OK. */
233 return 1; 240 return 1;
234} 241}
235 242
236/* 243/*
237 * sum_weight() is a recursive function which calculates the weight 244 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 245 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 246 * containers are carrying, and sums it up.
240 */ 247 */
241signed long sum_weight(object *op) { 248long
249sum_weight (object *op)
250{
242 signed long sum; 251 long sum;
243 object *inv; 252 object *inv;
253
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 254 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
255 {
245 if (inv->inv) 256 if (inv->inv)
246 sum_weight(inv); 257 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 259 }
249 if (op->type == CONTAINER && op->stats.Str) 260 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 261 sum = (sum * (100 - op->stats.Str)) / 100;
251 if(op->carrying != sum) 262 if (op->carrying != sum)
252 op->carrying = sum; 263 op->carrying = sum;
253 return sum; 264 return sum;
254} 265}
255 266
256/** 267/**
257 * Return the outermost environment object for a given object. 268 * Return the outermost environment object for a given object.
258 */ 269 */
259 270
271object *
260object *object_get_env_recursive (object *op) { 272object_get_env_recursive (object *op)
273{
261 while (op->env != NULL) 274 while (op->env != NULL)
262 op = op->env; 275 op = op->env;
263 return op; 276 return op;
264} 277}
265 278
266/* 279/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 280 * 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 281 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 282 * or find a player.
270 */ 283 */
271 284
285object *
272object *is_player_inv (object *op) { 286is_player_inv (object *op)
287{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 288 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 289 if (op->env == op)
275 op->env = NULL; 290 op->env = NULL;
276 return op; 291 return op;
277} 292}
278 293
279/* 294/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 296 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 297 * The result of the dump is stored in the static global errmsg array.
283 */ 298 */
284 299
300void
285void dump_object2(object *op) { 301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
286 char *cp; 307 char *cp;
308
287/* object *tmp;*/ 309/* object *tmp;*/
288 310
289 if(op->arch!=NULL) { 311 if (op->arch != NULL)
312 {
290 strcat(errmsg,"arch "); 313 strcat (errmsg, "arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)"); 314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
292 strcat(errmsg,"\n"); 315 strcat (errmsg, "\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
294 strcat(errmsg,cp); 317 strcat (errmsg, cp);
295#if 0 318# if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and 319 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer. 320 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may 321 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer. 322 * also overflow the buffer.
300 */ 323 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL) 324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
302 strcat(errmsg,cp); 325 strcat (errmsg, cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below) 326 for (tmp = op->inv; tmp; tmp = tmp->below)
304 dump_object2(tmp); 327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
305#endif 347#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} 348}
321 349
322/* 350/*
323 * Dumps an object. Returns output in the static global errmsg array. 351 * Dumps an object. Returns output in the static global errmsg array.
324 */ 352 */
325 353
354void
326void dump_object(object *op) { 355dump_object (object *op)
356{
327 if(op==NULL) { 357 if (op == NULL)
358 {
328 strcpy(errmsg,"[NULL pointer]"); 359 strcpy (errmsg, "[NULL pointer]");
329 return; 360 return;
330 } 361 }
331 errmsg[0]='\0'; 362 errmsg[0] = '\0';
332 dump_object2(op); 363 dump_object2 (op);
333} 364}
334 365
335/* GROS - Dumps an object. Return the result into a string */ 366void
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) { 367dump_all_objects (void)
368{
376 object *op; 369 object *op;
370
377 for(op=objects;op!=NULL;op=op->next) { 371 for (op = objects; op != NULL; op = op->next)
372 {
378 dump_object(op); 373 dump_object (op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg); 374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
380 } 375 }
381} 376}
382 377
383/* 378/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 379 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 380 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 381 * If it's not a multi-object, it is returned.
387 */ 382 */
388 383
384object *
389object *get_nearest_part(object *op, const object *pl) { 385get_nearest_part (object *op, const object *pl)
386{
390 object *tmp,*closest; 387 object *tmp, *closest;
391 int last_dist,i; 388 int last_dist, i;
389
392 if(op->more==NULL) 390 if (op->more == NULL)
393 return op; 391 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 392 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 393 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 394 closest = tmp, last_dist = i;
397 return closest; 395 return closest;
398} 396}
399 397
400/* 398/*
401 * Returns the object which has the count-variable equal to the argument. 399 * Returns the object which has the count-variable equal to the argument.
402 */ 400 */
403 401
402object *
404object *find_object(tag_t i) { 403find_object (tag_t i)
404{
405 object *op; 405 object *op;
406
406 for(op=objects;op!=NULL;op=op->next) 407 for (op = objects; op != NULL; op = op->next)
407 if(op->count==i) 408 if (op->count == i)
408 break; 409 break;
409 return op; 410 return op;
410} 411}
411 412
412/* 413/*
413 * Returns the first object which has a name equal to the argument. 414 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 415 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 416 * Enables features like "patch <name-of-other-player> food 999"
416 */ 417 */
417 418
419object *
418object *find_object_name(const char *str) { 420find_object_name (const char *str)
421{
419 const char *name=add_string(str); 422 const char *name = shstr::find (str);
420 object *op; 423 object *op;
424
421 for(op=objects;op!=NULL;op=op->next) 425 for (op = objects; op != NULL; op = op->next)
422 if(op->name==name) 426 if (&op->name == name)
423 break; 427 break;
424 free_string(name); 428
425 return op; 429 return op;
426} 430}
427 431
432void
428void free_all_object_data(void) { 433free_all_object_data ()
429#ifdef MEMORY_DEBUG 434{
430 object *op, *next; 435 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} 436}
443 437
444/* 438/*
445 * Returns the object which this object marks as being the owner. 439 * 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 440 * A id-scheme is used to avoid pointing to objects which have been
449 * Changed 2004-02-12 - if the player is setting at the play again 443 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of 444 * 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 445 * 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. 446 * anything - once an object is removed, it is basically dead anyways.
453 */ 447 */
454 448object *
455object *get_owner(object *op) { 449object::get_owner ()
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 450{
470 if (!op) return; 451 if (!owner
471 452 || QUERY_FLAG (owner, FLAG_FREED)
472 if (op->owner && op->ownercount == op->owner->count) 453 || QUERY_FLAG (owner, FLAG_REMOVED))
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0; 454 owner = 0;
477}
478 455
479 456 return owner;
457}
480 458
481/* 459/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 460 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 461 * skill and experience objects.
484 */ 462 */
485void set_owner (object *op, object *owner) 463void
464object::set_owner (object *owner)
486{ 465{
487 if(owner==NULL||op==NULL) 466 if (!owner)
488 return; 467 return;
489 468
490 /* next line added to allow objects which own objects */ 469 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 470 /* 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 471 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 472 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 473 * 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. 474 * didn't match, this check is valid and I believe that cause is valid.
496 */ 475 */
497 while (owner->owner && owner!=owner->owner && 476 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 477 owner = owner->owner;
499 478
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner; 479 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533
534}
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 clear_object(op);
552} 480}
553 481
554/* Zero the key_values on op, decrementing the shared-string 482/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 483 * refcounts and freeing the links.
556 */ 484 */
485static void
557static void free_key_values(object * op) { 486free_key_values (object *op)
558 key_value * i; 487{
559 key_value * next = NULL; 488 for (key_value *i = op->key_values; i != 0;)
560 489 {
561 if (op->key_values == NULL) return; 490 key_value *next = i->next;
491 delete i;
492
493 i = next;
562 494 }
563 for (i = op->key_values; i != NULL; i = next) { 495
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; 496 op->key_values = 0;
574} 497}
575 498
499void object::clear ()
500{
501 attachable_base::clear ();
576 502
577/*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582void clear_object(object *op) {
583 op->clear ();
584
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); 503 free_key_values (this);
605 504
606 /* the memset will clear all these values for us, but we need 505 owner = 0;
607 * to reduce the refcount on them. 506 name = 0;
608 */ 507 name_pl = 0;
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 508 title = 0;
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 509 race = 0;
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 510 slaying = 0;
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 511 skill = 0;
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 512 msg = 0;
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 513 lore = 0;
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 514 custom_name = 0;
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 515 materialname = 0;
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
618 527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
619 529
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); 530 SET_FLAG (this, FLAG_REMOVED);
626 531
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */ 532 /* What is not cleared is next, prev, and count */
642 533
643 op->expmul=1.0; 534 expmul = 1.0;
644 op->face = blank_face; 535 face = blank_face;
645 op->attacked_by_count = (tag_t) -1; 536 attacked_by_count = -1;
537
646 if (settings.casting_time) 538 if (settings.casting_time)
647 op->casting_time = -1; 539 casting_time = -1;
540}
648 541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
649} 549}
650 550
651/* 551/*
652 * copy object first frees everything allocated by the second object, 552 * copy object first frees everything allocated by the second object,
653 * and then copies the contends of the first object into the second 553 * and then copies the contends of the first object into the second
654 * object, allocating what needs to be allocated. Basically, any 554 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 555 * 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 556 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 557 * will point at garbage.
658 */ 558 */
659 559void
660void copy_object(object *op2, object *op) { 560copy_object (object *op2, object *op)
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 561{
662 event *evt, *evt2, *evt_new; 562 bool is_freed = QUERY_FLAG (op, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED);
663 564
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); 565 op2->clone (op);
695 566
696 if(is_freed) SET_FLAG(op,FLAG_FREED); 567 if (is_freed)
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED); 568 SET_FLAG (op, FLAG_FREED);
698 if(op->name!=NULL) add_refcount(op->name); 569 if (is_removed)
699 if(op->name_pl!=NULL) add_refcount(op->name_pl); 570 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);
708 571
709 if((op2->speed<0) && !editor) 572 if (op2->speed < 0)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
711 574
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. */ 575 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 576 if (op2->key_values)
577 {
735 key_value * tail = NULL; 578 key_value *tail = 0;
736 key_value * i; 579 key_value *i;
737 580
738 op->key_values = NULL; 581 op->key_values = 0;
739 582
740 for (i = op2->key_values; i != NULL; i = i->next) { 583 for (i = op2->key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 584 {
585 key_value *new_link = new key_value;
742 586
743 new_link->next = NULL; 587 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 588 new_link->key = i->key;
745 if (i->value)
746 new_link->value = add_refcount(i->value); 589 new_link->value = i->value;
747 else
748 new_link->value = NULL;
749 590
750 /* Try and be clever here, too. */ 591 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 592 if (!op->key_values)
593 {
752 op->key_values = new_link; 594 op->key_values = new_link;
753 tail = new_link; 595 tail = new_link;
754 } else {
755 tail->next = new_link;
756 tail = new_link;
757 } 596 }
597 else
598 {
599 tail->next = new_link;
600 tail = new_link;
758 } 601 }
602 }
759 } 603 }
760 604
761 update_ob_speed(op); 605 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} 606}
848 607
849/* 608/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 609 * 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 610 * 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. 611 * be called to update the face variable, _and_ how it looks on the map.
853 */ 612 */
854 613
614void
855void update_turn_face(object *op) { 615update_turn_face (object *op)
616{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 617 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 618 return;
858 SET_ANIMATION(op, op->direction); 619 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 620 update_object (op, UP_OBJ_FACE);
860} 621}
861 622
862/* 623/*
863 * Updates the speed of an object. If the speed changes from 0 to another 624 * 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. 625 * 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. 626 * This function needs to be called whenever the speed of an object changes.
866 */ 627 */
867 628void
868void update_ob_speed(object *op) { 629update_ob_speed (object *op)
630{
869 extern int arch_init; 631 extern int arch_init;
870 632
871 /* No reason putting the archetypes objects on the speed list, 633 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 634 * since they never really need to be updated.
873 */ 635 */
874 636
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 640#ifdef MANY_CORES
878 abort(); 641 abort ();
879#else 642#else
880 op->speed = 0; 643 op->speed = 0;
881#endif 644#endif
882 } 645 }
646
883 if (arch_init) { 647 if (arch_init)
648 return;
649
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
651 {
652 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects)
884 return; 654 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;
890 655
891 /* process_events() expects us to insert the object at the beginning 656 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 657 * of the list. */
893 op->active_next = active_objects; 658 op->active_next = active_objects;
659
894 if (op->active_next!=NULL) 660 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 661 op->active_next->active_prev = op;
662
896 active_objects = op; 663 active_objects = op;
664 }
665 else
897 } 666 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 667 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 668 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 669 return;
902 670
903 if (op->active_prev==NULL) { 671 if (op->active_prev == NULL)
672 {
904 active_objects = op->active_next; 673 active_objects = op->active_next;
674
905 if (op->active_next!=NULL) 675 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 676 op->active_next->active_prev = NULL;
677 }
678 else
907 } 679 {
908 else {
909 op->active_prev->active_next = op->active_next; 680 op->active_prev->active_next = op->active_next;
681
910 if (op->active_next) 682 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 683 op->active_next->active_prev = op->active_prev;
912 } 684 }
685
913 op->active_next = NULL; 686 op->active_next = NULL;
914 op->active_prev = NULL; 687 op->active_prev = NULL;
915 } 688 }
916} 689}
917 690
918/* This function removes object 'op' from the list of active 691/* This function removes object 'op' from the list of active
919 * objects. 692 * objects.
921 * reference maps where you don't want an object that isn't 694 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 695 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 696 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 697 * will do the right thing based on the speed of the object.
925 */ 698 */
699void
926void remove_from_active_list(object *op) 700remove_from_active_list (object *op)
927{ 701{
928 /* If not on the active list, nothing needs to be done */ 702 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 703 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 704 return;
931 705
932 if (op->active_prev==NULL) { 706 if (op->active_prev == NULL)
707 {
933 active_objects = op->active_next; 708 active_objects = op->active_next;
934 if (op->active_next!=NULL) 709 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 710 op->active_next->active_prev = NULL;
711 }
712 else
936 } 713 {
937 else {
938 op->active_prev->active_next = op->active_next; 714 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 715 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 716 op->active_next->active_prev = op->active_prev;
941 } 717 }
942 op->active_next = NULL; 718 op->active_next = NULL;
943 op->active_prev = NULL; 719 op->active_prev = NULL;
944} 720}
945 721
946/* 722/*
947 * update_object() updates the array which represents the map. 723 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered 724 * It takes into account invisible objects (and represent squares covered
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 739 * 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. 740 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 741 * UP_OBJ_FACE: only the objects face has changed.
966 */ 742 */
967 743
744void
968void update_object(object *op, int action) { 745update_object (object *op, int action)
746{
969 int update_now=0, flags; 747 int update_now = 0, flags;
970 MoveType move_on, move_off, move_block, move_slow; 748 MoveType move_on, move_off, move_block, move_slow;
971 749
972 if (op == NULL) { 750 if (op == NULL)
751 {
973 /* this should never happen */ 752 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 753 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 754 return;
976 }
977 755 }
756
978 if(op->env!=NULL) { 757 if (op->env != NULL)
758 {
979 /* Animation is currently handled by client, so nothing 759 /* Animation is currently handled by client, so nothing
980 * to do in this case. 760 * to do in this case.
981 */ 761 */
982 return; 762 return;
983 } 763 }
984 764
985 /* If the map is saving, don't do anything as everything is 765 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 766 * going to get freed anyways.
987 */ 767 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 768 if (!op->map || op->map->in_memory == MAP_SAVING)
989 769 return;
770
990 /* make sure the object is within map boundaries */ 771 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 772 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)) { 773 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 774 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 775#ifdef MANY_CORES
995 abort(); 776 abort ();
996#endif 777#endif
997 return; 778 return;
998 }
999 779 }
780
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 781 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 782 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); 783 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); 784 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); 785 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); 786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1006 787
1007 if (action == UP_OBJ_INSERT) { 788 if (action == UP_OBJ_INSERT)
789 {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1; 791 update_now = 1;
1010 792
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1; 794 update_now = 1;
1013 795
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1; 797 update_now = 1;
1016 798
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1; 800 update_now = 1;
1019 801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
1020 if ((move_on | op->move_on) != move_on) update_now=1; 805 if ((move_on | op->move_on) != move_on)
806 update_now = 1;
807
1021 if ((move_off | op->move_off) != move_off) update_now=1; 808 if ((move_off | op->move_off) != move_off)
809 update_now = 1;
810
1022 /* This isn't perfect, but I don't expect a lot of objects to 811 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 812 * to have move_allow right now.
1024 */ 813 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 814 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1; 815 update_now = 1;
816
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
1028 } 819 }
1029 /* if the object is being removed, we can't make intelligent 820 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 821 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 822 * that is being removed.
1032 */ 823 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 825 update_now = 1;
1035 } else if (action == UP_OBJ_FACE) { 826 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 827 /* Nothing to do for that case */ ;
1037 }
1038 else { 828 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 829 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 830
1042 if (update_now) { 831 if (update_now)
832 {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 833 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); 834 update_position (op->map, op->x, op->y);
1045 } 835 }
1046 836
1047 if(op->more!=NULL) 837 if (op->more != NULL)
1048 update_object(op->more, action); 838 update_object (op->more, action);
1049} 839}
1050 840
841static unordered_vector<object *> mortals;
842static std::vector<object *> freed;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858}
859
860object::object ()
861{
862 SET_FLAG (this, FLAG_REMOVED);
863
864 expmul = 1.0;
865 face = blank_face;
866 attacked_by_count = -1;
867}
868
869object::~object ()
870{
871 free_key_values (this);
872}
873
874void object::link ()
875{
876 count = ++ob_count;
877
878 prev = 0;
879 next = objects;
880
881 if (objects)
882 objects->prev = this;
883
884 objects = this;
885}
886
887void object::unlink ()
888{
889 count = 0;
890
891 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next;
895 prev = 0;
896 }
897
898 if (next)
899 {
900 next->prev = prev;
901 next = 0;
902 }
903
904 if (this == objects)
905 objects = next;
906}
907
908object *object::create ()
909{
910 object *op;
911
912 if (freed.empty ())
913 op = new object;
914 else
915 {
916 // highly annoying, but the only way to get it stable right now
917 op = freed.back ();
918 freed.pop_back ();
919 op->~object ();
920 new ((void *) op) object;
921 }
922
923 op->link ();
924 return op;
925}
1051 926
1052/* 927/*
1053 * free_object() frees everything allocated by an object, removes 928 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 929 * 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. 930 * free objects. The IS_FREED() flag is set in the object.
1057 * this function to succeed. 932 * this function to succeed.
1058 * 933 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 934 * If free_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 935 * inventory to the ground.
1061 */ 936 */
1062 937void object::free (bool free_inventory)
1063void free_object(object *ob) { 938{
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)) {
1072 LOG(llevDebug,"Free object called with non removed object\n");
1073 dump_object(ob);
1074#ifdef MANY_CORES
1075 abort();
1076#endif
1077 }
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob);
1081 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 939 if (QUERY_FLAG (this, FLAG_FREED))
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return; 940 return;
941
942 if (QUERY_FLAG (this, FLAG_FRIENDLY))
943 remove_friendly_object (this);
944
945 if (!QUERY_FLAG (this, FLAG_REMOVED))
946 remove_ob (this);
947
948 SET_FLAG (this, FLAG_FREED);
949
950 if (more)
1086 } 951 {
1087 if(ob->more!=NULL) { 952 more->free (free_inventory);
1088 free_object2(ob->more, free_inventory); 953 more = 0;
1089 ob->more=NULL; 954 }
955
956 if (inv)
1090 } 957 {
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process - 958 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 959 * if some form of movement is allowed, let objects
1094 * drop on that space. 960 * drop on that space.
1095 */ 961 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 962 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)) 963 {
964 object *op = inv;
965
966 while (op)
1098 { 967 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below; 968 object *tmp = op->below;
1102 remove_ob(op);
1103 free_object2(op, free_inventory); 969 op->free (free_inventory);
1104 op=tmp; 970 op = tmp;
1105 } 971 }
1106 } 972 }
973 else
1107 else { /* Put objects in inventory onto this space */ 974 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 975 object *op = inv;
976
1109 while(op!=NULL) { 977 while (op)
978 {
1110 tmp=op->below; 979 object *tmp = op->below;
980
1111 remove_ob(op); 981 remove_ob (op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 982
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 983 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
984 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
1114 free_object(op); 985 free_object (op);
1115 else { 986 else
987 {
1116 op->x=ob->x; 988 op->x = x;
1117 op->y=ob->y; 989 op->y = y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 990 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1119 } 991 }
992
1120 op=tmp; 993 op = tmp;
1121 } 994 }
1122 } 995 }
1123 } 996 }
997
998 owner = 0;
999
1124 /* Remove object from the active list */ 1000 /* Remove object from the active list */
1125 ob->speed = 0; 1001 speed = 0;
1126 update_ob_speed(ob); 1002 update_ob_speed (this);
1127 1003
1128 SET_FLAG(ob, FLAG_FREED); 1004 unlink ();
1129 ob->count = 0;
1130 1005
1131 /* Remove this object from the list of used objects */ 1006 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} 1007}
1216 1008
1217/* 1009/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 1010 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 1011 * weight of an object (and what is carried by it's environment(s)).
1220 */ 1012 */
1221 1013
1014void
1222void sub_weight (object *op, signed long weight) { 1015sub_weight (object *op, signed long weight)
1016{
1223 while (op != NULL) { 1017 while (op != NULL)
1018 {
1224 if (op->type == CONTAINER) { 1019 if (op->type == CONTAINER)
1020 {
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1021 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1022 }
1227 op->carrying-=weight; 1023 op->carrying -= weight;
1228 op = op->env; 1024 op = op->env;
1229 } 1025 }
1230} 1026}
1231 1027
1232/* remove_ob(op): 1028/* remove_ob(op):
1233 * This function removes the object op from the linked list of objects 1029 * 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 1030 * which it is currently tied to. When this function is done, the
1236 * environment, the x and y coordinates will be updated to 1032 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1033 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1034 * Beware: This function is called from the editor as well!
1239 */ 1035 */
1240 1036
1037void
1241void remove_ob(object *op) { 1038remove_ob (object *op)
1242 object *tmp,*last=NULL; 1039{
1243 object *otmp; 1040 object *
1244 tag_t tag; 1041 tmp, *
1042 last = NULL;
1043 object *
1044 otmp;
1045
1046 tag_t
1047 tag;
1048 int
1245 int check_walk_off; 1049 check_walk_off;
1246 mapstruct *m; 1050 mapstruct *
1247 sint16 x,y;
1248 1051 m;
1249 1052
1053 sint16
1054 x,
1055 y;
1056
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1057 if (QUERY_FLAG (op, FLAG_REMOVED))
1251 dump_object(op); 1058 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1059
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED); 1060 SET_FLAG (op, FLAG_REMOVED);
1270 1061
1062 if (op->more != NULL)
1063 remove_ob (op->more);
1064
1271 /* 1065 /*
1272 * In this case, the object to be removed is in someones 1066 * In this case, the object to be removed is in someones
1273 * inventory. 1067 * inventory.
1274 */ 1068 */
1275 if(op->env!=NULL) { 1069 if (op->env != NULL)
1070 {
1276 if(op->nrof) 1071 if (op->nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1072 sub_weight (op->env, op->weight * op->nrof);
1278 else 1073 else
1279 sub_weight(op->env, op->weight+op->carrying); 1074 sub_weight (op->env, op->weight + op->carrying);
1280 1075
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1076 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1077 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1078 * to save cpu time.
1284 */ 1079 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1080 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); 1081 fix_player (otmp);
1288 1082
1289 if(op->above!=NULL) 1083 if (op->above != NULL)
1290 op->above->below=op->below; 1084 op->above->below = op->below;
1291 else 1085 else
1292 op->env->inv=op->below; 1086 op->env->inv = op->below;
1293 1087
1294 if(op->below!=NULL) 1088 if (op->below != NULL)
1295 op->below->above=op->above; 1089 op->below->above = op->above;
1296 1090
1297 /* we set up values so that it could be inserted into 1091 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1092 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1093 * to the caller to decide what we want to do.
1300 */ 1094 */
1301 op->x=op->env->x,op->y=op->env->y; 1095 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; 1096 op->map = op->env->map;
1304 op->above=NULL,op->below=NULL; 1097 op->above = NULL, op->below = NULL;
1305 op->env=NULL; 1098 op->env = NULL;
1099 }
1100 else if (op->map)
1101 {
1102 x = op->x;
1103 y = op->y;
1104 m = get_map_from_coord (op->map, &x, &y);
1105
1106 if (!m)
1107 {
1108 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1109 op->map->path, op->x, op->y);
1110 /* in old days, we used to set x and y to 0 and continue.
1111 * it seems if we get into this case, something is probablye
1112 * screwed up and should be fixed.
1113 */
1114 abort ();
1115 }
1116
1117 if (op->map != m)
1118 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1119 op->map->path, m->path, op->x, op->y, x, y);
1120
1121 /* Re did the following section of code - it looks like it had
1122 * lots of logic for things we no longer care about
1123 */
1124
1125 /* link the object above us */
1126 if (op->above)
1127 op->above->below = op->below;
1128 else
1129 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1130
1131 /* Relink the object below us, if there is one */
1132 if (op->below)
1133 op->below->above = op->above;
1134 else
1135 {
1136 /* Nothing below, which means we need to relink map object for this space
1137 * use translated coordinates in case some oddness with map tiling is
1138 * evident
1139 */
1140 if (GET_MAP_OB (m, x, y) != op)
1141 {
1142 dump_object (op);
1143 LOG (llevError,
1144 "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);
1145 dump_object (GET_MAP_OB (m, x, y));
1146 LOG (llevError, "%s\n", errmsg);
1147 }
1148
1149 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */
1150 }
1151
1152 op->above = 0;
1153 op->below = 0;
1154
1155 if (op->map->in_memory == MAP_SAVING)
1306 return; 1156 return;
1307 }
1308 1157
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */
1333
1334 /* link the object above us */
1335 if (op->above)
1336 op->above->below=op->below;
1337 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1339
1340 /* Relink the object below us, if there is one */
1341 if(op->below) {
1342 op->below->above=op->above;
1343 } else {
1344 /* 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
1346 * evident
1347 */
1348 if(GET_MAP_OB(m,x,y)!=op) {
1349 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);
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358
1359 if (op->map->in_memory == MAP_SAVING)
1360 return;
1361
1362 tag = op->count; 1158 tag = op->count;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1159 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1160
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1161 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1162 {
1365 /* No point updating the players look faces if he is the object 1163 /* No point updating the players look faces if he is the object
1366 * being removed. 1164 * being removed.
1367 */ 1165 */
1368 1166
1369 if(tmp->type==PLAYER && tmp!=op) { 1167 if (tmp->type == PLAYER && tmp != op)
1168 {
1370 /* If a container that the player is currently using somehow gets 1169 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1170 * removed (most likely destroyed), update the player view
1372 * appropriately. 1171 * appropriately.
1373 */ 1172 */
1374 if (tmp->container==op) { 1173 if (tmp->container == op)
1174 {
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1175 CLEAR_FLAG (op, FLAG_APPLIED);
1376 tmp->container=NULL; 1176 tmp->container = NULL;
1177 }
1178
1179 tmp->contr->socket.update_look = 1;
1377 } 1180 }
1378 tmp->contr->socket.update_look=1; 1181
1379 }
1380 /* See if player moving off should effect something */ 1182 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1183 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)) { 1184 {
1383
1384 move_apply(tmp, op, NULL); 1185 move_apply (tmp, op, NULL);
1186
1385 if (was_destroyed (op, tag)) { 1187 if (was_destroyed (op, tag))
1188 {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1189 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); 1190 }
1388 } 1191 }
1389 }
1390 1192
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1193 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1194
1393 if(tmp->above == tmp) 1195 if (tmp->above == tmp)
1394 tmp->above = NULL; 1196 tmp->above = NULL;
1197
1395 last=tmp; 1198 last = tmp;
1396 } 1199 }
1200
1397 /* last == NULL of there are no objects on this space */ 1201 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1202 if (last == NULL)
1203 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1204 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1205 * 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 1206 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1207 * be correct anyways.
1403 */ 1208 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1209 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1210 update_position (op->map, op->x, op->y);
1406 } 1211 }
1407 else 1212 else
1408 update_object(last, UP_OBJ_REMOVE); 1213 update_object (last, UP_OBJ_REMOVE);
1409 1214
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1215 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y); 1216 update_all_los (op->map, op->x, op->y);
1412 1217 }
1413} 1218}
1414 1219
1415/* 1220/*
1416 * merge_ob(op,top): 1221 * merge_ob(op,top):
1417 * 1222 *
1419 * merges op to the first matching object. 1224 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1225 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1226 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1227 */
1423 1228
1229object *
1424object *merge_ob(object *op, object *top) { 1230merge_ob (object *op, object *top)
1231{
1425 if(!op->nrof) 1232 if (!op->nrof)
1426 return 0; 1233 return 0;
1234
1427 if(top==NULL) 1235 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1236 for (top = op; top != NULL && top->above != NULL; top = top->above);
1237
1429 for(;top!=NULL;top=top->below) { 1238 for (; top != NULL; top = top->below)
1239 {
1430 if(top==op) 1240 if (top == op)
1431 continue; 1241 continue;
1432 if (CAN_MERGE(op,top)) 1242 if (CAN_MERGE (op, top))
1433 { 1243 {
1434 top->nrof+=op->nrof; 1244 top->nrof += op->nrof;
1245
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1246/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1247 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1248 remove_ob (op);
1438 free_object(op); 1249 free_object (op);
1439 return top; 1250 return top;
1440 } 1251 }
1441 } 1252 }
1253
1442 return NULL; 1254 return NULL;
1443} 1255}
1444 1256
1445/* 1257/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1258 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1259 * job preparing multi-part monsters
1448 */ 1260 */
1261object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1262insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y)
1263{
1450 object* tmp; 1264 object *tmp;
1265
1451 if (op->head) 1266 if (op->head)
1452 op=op->head; 1267 op = op->head;
1268
1453 for (tmp=op;tmp;tmp=tmp->more){ 1269 for (tmp = op; tmp; tmp = tmp->more)
1270 {
1454 tmp->x=x+tmp->arch->clone.x; 1271 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1272 tmp->y = y + tmp->arch->clone.y;
1456 } 1273 }
1274
1457 return insert_ob_in_map (op, m, originator, flag); 1275 return insert_ob_in_map (op, m, originator, flag);
1458} 1276}
1459 1277
1460/* 1278/*
1461 * insert_ob_in_map (op, map, originator, flag): 1279 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1280 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1294 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1295 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1296 * just 'op' otherwise
1479 */ 1297 */
1480 1298
1299object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1300insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag)
1482{ 1301{
1483 object *tmp, *top, *floor=NULL; 1302 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1303 sint16 x, y;
1485 1304
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1305 if (QUERY_FLAG (op, FLAG_FREED))
1306 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1307 LOG (llevError, "Trying to insert freed object!\n");
1308 return NULL;
1309 }
1310
1311 if (m == NULL)
1312 {
1313 dump_object (op);
1314 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg);
1315 return op;
1316 }
1317
1318 if (out_of_map (m, op->x, op->y))
1319 {
1320 dump_object (op);
1321 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg);
1322#ifdef MANY_CORES
1323 /* Better to catch this here, as otherwise the next use of this object
1324 * is likely to cause a crash. Better to find out where it is getting
1325 * improperly inserted.
1326 */
1327 abort ();
1328#endif
1329 return op;
1330 }
1331
1332 if (!QUERY_FLAG (op, FLAG_REMOVED))
1333 {
1334 dump_object (op);
1335 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg);
1336 return op;
1337 }
1338
1339 if (op->more != NULL)
1340 {
1341 /* The part may be on a different map. */
1342
1343 object *more = op->more;
1344
1345 /* We really need the caller to normalize coordinates - if
1346 * we set the map, that doesn't work if the location is within
1347 * a map and this is straddling an edge. So only if coordinate
1348 * is clear wrong do we normalize it.
1349 */
1350 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1351 more->map = get_map_from_coord (m, &more->x, &more->y);
1352 else if (!more->map)
1353 {
1354 /* For backwards compatibility - when not dealing with tiled maps,
1355 * more->map should always point to the parent.
1356 */
1357 more->map = m;
1358 }
1359
1360 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1361 {
1362 if (!op->head)
1363 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1364
1365 return NULL;
1366 }
1367 }
1368
1369 CLEAR_FLAG (op, FLAG_REMOVED);
1370
1371 /* Ideally, the caller figures this out. However, it complicates a lot
1372 * of areas of callers (eg, anything that uses find_free_spot would now
1373 * need extra work
1374 */
1375 op->map = get_map_from_coord (m, &op->x, &op->y);
1376 x = op->x;
1377 y = op->y;
1378
1379 /* this has to be done after we translate the coordinates.
1380 */
1381 if (op->nrof && !(flag & INS_NO_MERGE))
1382 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1383 if (CAN_MERGE (op, tmp))
1384 {
1385 op->nrof += tmp->nrof;
1386 remove_ob (tmp);
1387 free_object (tmp);
1388 }
1389
1390 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1391 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1392
1393 if (!QUERY_FLAG (op, FLAG_ALIVE))
1394 CLEAR_FLAG (op, FLAG_NO_STEAL);
1395
1396 if (flag & INS_BELOW_ORIGINATOR)
1397 {
1398 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1399 {
1400 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1401 abort ();
1402 }
1403
1404 op->above = originator;
1405 op->below = originator->below;
1406
1407 if (op->below)
1408 op->below->above = op;
1409 else
1410 SET_MAP_OB (op->map, op->x, op->y, op);
1411
1412 /* since *below* originator, no need to update top */
1413 originator->below = op;
1414 }
1415 else
1416 {
1417 /* If there are other objects, then */
1418 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1419 {
1420 object *last = NULL;
1421
1422 /*
1423 * If there are multiple objects on this space, we do some trickier handling.
1424 * We've already dealt with merging if appropriate.
1425 * Generally, we want to put the new object on top. But if
1426 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1427 * floor, we want to insert above that and no further.
1428 * Also, if there are spell objects on this space, we stop processing
1429 * once we get to them. This reduces the need to traverse over all of
1430 * them when adding another one - this saves quite a bit of cpu time
1431 * when lots of spells are cast in one area. Currently, it is presumed
1432 * that flying non pickable objects are spell objects.
1433 */
1434
1435 while (top != NULL)
1436 {
1437 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1438 floor = top;
1439
1440 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1441 {
1442 /* We insert above top, so we want this object below this */
1443 top = top->below;
1444 break;
1445 }
1446
1447 last = top;
1448 top = top->above;
1449 }
1450
1451 /* Don't want top to be NULL, so set it to the last valid object */
1452 top = last;
1453
1454 /* We let update_position deal with figuring out what the space
1455 * looks like instead of lots of conditions here.
1456 * makes things faster, and effectively the same result.
1457 */
1458
1459 /* Have object 'fall below' other objects that block view.
1460 * Unless those objects are exits, type 66
1461 * If INS_ON_TOP is used, don't do this processing
1462 * Need to find the object that in fact blocks view, otherwise
1463 * stacking is a bit odd.
1464 */
1465 if (!(flag & INS_ON_TOP) &&
1466 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1467 {
1468 for (last = top; last != floor; last = last->below)
1469 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1470 break;
1471 /* Check to see if we found the object that blocks view,
1472 * and make sure we have a below pointer for it so that
1473 * we can get inserted below this one, which requires we
1474 * set top to the object below us.
1475 */
1476 if (last && last->below && last != floor)
1477 top = last->below;
1478 }
1479 } /* If objects on this space */
1480
1481 if (flag & INS_MAP_LOAD)
1482 top = GET_MAP_TOP (op->map, op->x, op->y);
1483
1484 if (flag & INS_ABOVE_FLOOR_ONLY)
1485 top = floor;
1486
1487 /* Top is the object that our object (op) is going to get inserted above.
1488 */
1489
1490 /* First object on this space */
1491 if (!top)
1492 {
1493 op->above = GET_MAP_OB (op->map, op->x, op->y);
1494
1495 if (op->above)
1496 op->above->below = op;
1497
1498 op->below = NULL;
1499 SET_MAP_OB (op->map, op->x, op->y, op);
1500 }
1501 else
1502 { /* get inserted into the stack above top */
1503 op->above = top->above;
1504
1505 if (op->above)
1506 op->above->below = op;
1507
1508 op->below = top;
1509 top->above = op;
1510 }
1511
1512 if (op->above == NULL)
1513 SET_MAP_TOP (op->map, op->x, op->y, op);
1514 } /* else not INS_BELOW_ORIGINATOR */
1515
1516 if (op->type == PLAYER)
1517 op->contr->do_los = 1;
1518
1519 /* If we have a floor, we know the player, if any, will be above
1520 * it, so save a few ticks and start from there.
1521 */
1522 if (!(flag & INS_MAP_LOAD))
1523 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1524 if (tmp->type == PLAYER)
1525 tmp->contr->socket.update_look = 1;
1526
1527 /* If this object glows, it may affect lighting conditions that are
1528 * visible to others on this map. But update_all_los is really
1529 * an inefficient way to do this, as it means los for all players
1530 * on the map will get recalculated. The players could very well
1531 * be far away from this change and not affected in any way -
1532 * this should get redone to only look for players within range,
1533 * or just updating the P_NEED_UPDATE for spaces within this area
1534 * of effect may be sufficient.
1535 */
1536 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1537 update_all_los (op->map, op->x, op->y);
1538
1539 /* updates flags (blocked, alive, no magic, etc) for this map space */
1540 update_object (op, UP_OBJ_INSERT);
1541
1542 /* Don't know if moving this to the end will break anything. However,
1543 * we want to have update_look set above before calling this.
1544 *
1545 * check_move_on() must be after this because code called from
1546 * check_move_on() depends on correct map flags (so functions like
1547 * blocked() and wall() work properly), and these flags are updated by
1548 * update_object().
1549 */
1550
1551 /* if this is not the head or flag has been passed, don't check walk on status */
1552 if (!(flag & INS_NO_WALK_ON) && !op->head)
1553 {
1554 if (check_move_on (op, originator))
1488 return NULL; 1555 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 1556
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 1557 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1558 * walk on's.
1709 */ 1559 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1560 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1561 if (check_move_on (tmp, originator))
1712 return NULL; 1562 return NULL;
1713 } 1563 }
1564
1714 return op; 1565 return op;
1715} 1566}
1716 1567
1717/* this function inserts an object in the map, but if it 1568/* 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. 1569 * 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. 1570 * op is the object to insert it under: supplies x and the map.
1720 */ 1571 */
1572void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1573replace_insert_ob_in_map (const char *arch_string, object *op)
1574{
1722 object *tmp; 1575 object *
1723 object *tmp1; 1576 tmp;
1577 object *
1578 tmp1;
1724 1579
1725 /* first search for itself and remove any old instances */ 1580 /* first search for itself and remove any old instances */
1726 1581
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1582 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1583 {
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1584 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1585 {
1729 remove_ob(tmp); 1586 remove_ob (tmp);
1730 free_object(tmp); 1587 free_object (tmp);
1731 } 1588 }
1732 } 1589 }
1733 1590
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1591 tmp1 = arch_to_object (find_archetype (arch_string));
1735 1592
1736 1593 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1594 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1595 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1596}
1740 1597
1741/* 1598/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1599 * 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 1600 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1601 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1602 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1603 * global static errmsg array.
1747 */ 1604 */
1748 1605
1606object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1607get_split_ob (object *orig_ob, uint32 nr)
1750 object *newob; 1608{
1609 object *
1610 newob;
1611 int
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1612 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1613
1753 if(orig_ob->nrof<nr) { 1614 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.", 1615 {
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1616 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1756 return NULL; 1617 return NULL;
1757 } 1618 }
1619
1758 newob = object_create_clone(orig_ob); 1620 newob = object_create_clone (orig_ob);
1621
1759 if((orig_ob->nrof-=nr)<1) { 1622 if ((orig_ob->nrof -= nr) < 1)
1623 {
1760 if ( ! is_removed) 1624 if (!is_removed)
1761 remove_ob(orig_ob); 1625 remove_ob (orig_ob);
1762 free_object2(orig_ob, 1); 1626 free_object2 (orig_ob, 1);
1763 } 1627 }
1764 else if ( ! is_removed) { 1628 else if (!is_removed)
1629 {
1765 if(orig_ob->env!=NULL) 1630 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1631 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1632 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1633 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1634 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"); 1635 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1636 return NULL;
1772 } 1637 }
1773 } 1638 }
1639
1774 newob->nrof=nr; 1640 newob->nrof = nr;
1775 1641
1776 return newob; 1642 return newob;
1777} 1643}
1778 1644
1779/* 1645/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1646 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1647 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1648 * is subsequently removed and freed.
1783 * 1649 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1650 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1651 */
1786 1652
1653object *
1787object *decrease_ob_nr (object *op, uint32 i) 1654decrease_ob_nr (object *op, uint32 i)
1788{ 1655{
1789 object *tmp; 1656 object *tmp;
1790 player *pl; 1657 player *pl;
1791 1658
1792 if (i == 0) /* objects with op->nrof require this check */ 1659 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1660 return op;
1794 1661
1795 if (i > op->nrof) 1662 if (i > op->nrof)
1796 i = op->nrof; 1663 i = op->nrof;
1797 1664
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1665 if (QUERY_FLAG (op, FLAG_REMOVED))
1666 op->nrof -= i;
1667 else if (op->env != NULL)
1668 {
1669 /* is this object in the players inventory, or sub container
1670 * therein?
1671 */
1672 tmp = is_player_inv (op->env);
1673 /* nope. Is this a container the player has opened?
1674 * If so, set tmp to that player.
1675 * IMO, searching through all the players will mostly
1676 * likely be quicker than following op->env to the map,
1677 * and then searching the map for a player.
1678 */
1679 if (!tmp)
1680 {
1681 for (pl = first_player; pl; pl = pl->next)
1682 if (pl->ob->container == op->env)
1683 break;
1684 if (pl)
1685 tmp = pl->ob;
1686 else
1687 tmp = NULL;
1688 }
1689
1690 if (i < op->nrof)
1691 {
1692 sub_weight (op->env, op->weight * i);
1693 op->nrof -= i;
1694 if (tmp)
1695 {
1696 esrv_send_item (tmp, op);
1697 }
1698 }
1699 else
1700 {
1701 remove_ob (op);
1702 op->nrof = 0;
1703 if (tmp)
1704 {
1705 esrv_del_item (tmp->contr, op->count);
1706 }
1707 }
1799 { 1708 }
1709 else
1710 {
1711 object *above = op->above;
1712
1713 if (i < op->nrof)
1800 op->nrof -= i; 1714 op->nrof -= i;
1801 } 1715 else
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 } 1716 {
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else {
1828 remove_ob (op); 1717 remove_ob (op);
1829 op->nrof = 0; 1718 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1719 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1720
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */ 1721 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1722 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1723 if (tmp->type == PLAYER)
1724 {
1848 if (op->nrof) 1725 if (op->nrof)
1849 esrv_send_item(tmp, op); 1726 esrv_send_item (tmp, op);
1850 else 1727 else
1851 esrv_del_item(tmp->contr, op->count); 1728 esrv_del_item (tmp->contr, op->count);
1852 } 1729 }
1853 } 1730 }
1854 1731
1855 if (op->nrof) { 1732 if (op->nrof)
1856 return op; 1733 return op;
1857 } else { 1734 else
1735 {
1858 free_object (op); 1736 free_object (op);
1859 return NULL; 1737 return NULL;
1860 } 1738 }
1861} 1739}
1862 1740
1863/* 1741/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1742 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1743 * and also updates how much the environment(s) is/are carrying.
1866 */ 1744 */
1867 1745
1746void
1868void add_weight (object *op, signed long weight) { 1747add_weight (object *op, signed long weight)
1748{
1869 while (op!=NULL) { 1749 while (op != NULL)
1750 {
1870 if (op->type == CONTAINER) { 1751 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1752 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1753
1873 op->carrying+=weight; 1754 op->carrying += weight;
1874 op=op->env; 1755 op = op->env;
1875 } 1756 }
1876} 1757}
1877 1758
1878/* 1759/*
1879 * insert_ob_in_ob(op,environment): 1760 * insert_ob_in_ob(op,environment):
1880 * This function inserts the object op in the linked list 1761 * This function inserts the object op in the linked list
1887 * 1768 *
1888 * The function returns now pointer to inserted item, and return value can 1769 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1770 * be != op, if items are merged. -Tero
1890 */ 1771 */
1891 1772
1773object *
1892object *insert_ob_in_ob(object *op,object *where) { 1774insert_ob_in_ob (object *op, object *where)
1893 object *tmp, *otmp; 1775{
1776 object *
1777 tmp, *
1778 otmp;
1894 1779
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1780 if (!QUERY_FLAG (op, FLAG_REMOVED))
1781 {
1896 dump_object(op); 1782 dump_object (op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1783 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1898 return op; 1784 return op;
1899 } 1785 }
1786
1900 if(where==NULL) { 1787 if (where == NULL)
1788 {
1901 dump_object(op); 1789 dump_object (op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg); 1790 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1903 return op; 1791 return op;
1904 } 1792 }
1793
1905 if (where->head) { 1794 if (where->head)
1906 LOG(llevDebug, 1795 {
1907 "Warning: Tried to insert object wrong part of multipart object.\n"); 1796 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head; 1797 where = where->head;
1909 } 1798 }
1799
1910 if (op->more) { 1800 if (op->more)
1801 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1802 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1803 return op;
1914 } 1804 }
1805
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1806 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1807 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1808 if (op->nrof)
1809 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1810 for (tmp = where->inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1811 if (CAN_MERGE (tmp, op))
1812 {
1920 /* return the original object and remove inserted object 1813 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1814 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1815 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1816 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1817 * tmp->nrof, we need to increase the weight.
1925 */ 1818 */
1926 add_weight (where, op->weight*op->nrof); 1819 add_weight (where, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1820 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1821 free_object (op); /* free the inserted object */
1929 op = tmp; 1822 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1823 remove_ob (op); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1824 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1825 break;
1933 } 1826 }
1934 1827
1935 /* I assume combined objects have no inventory 1828 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1829 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1830 * (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 1831 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1832 * the linking below
1940 */ 1833 */
1941 add_weight (where, op->weight*op->nrof); 1834 add_weight (where, op->weight * op->nrof);
1835 }
1942 } else 1836 else
1943 add_weight (where, (op->weight+op->carrying)); 1837 add_weight (where, (op->weight + op->carrying));
1944 1838
1945 otmp=is_player_inv(where); 1839 otmp = is_player_inv (where);
1946 if (otmp&&otmp->contr!=NULL) { 1840 if (otmp && otmp->contr != NULL)
1841 {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1842 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1843 fix_player (otmp);
1949 } 1844 }
1950 1845
1951 op->map=NULL; 1846 op->map = NULL;
1952 op->env=where; 1847 op->env = where;
1953 op->above=NULL; 1848 op->above = NULL;
1954 op->below=NULL; 1849 op->below = NULL;
1955 op->x=0,op->y=0; 1850 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1851
1958 /* reset the light list and los of the players on the map */ 1852 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1853 if ((op->glow_radius != 0) && where->map)
1960 { 1854 {
1961#ifdef DEBUG_LIGHTS 1855#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1856 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1857#endif /* DEBUG_LIGHTS */
1858 if (MAP_DARKNESS (where->map))
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1859 update_all_los (where->map, where->x, where->y);
1966 } 1860 }
1967 1861
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1862 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1863 * It sure simplifies this function...
1970 */ 1864 */
1971 if (where->inv==NULL) 1865 if (where->inv == NULL)
1972 where->inv=op; 1866 where->inv = op;
1973 else { 1867 else
1868 {
1974 op->below = where->inv; 1869 op->below = where->inv;
1975 op->below->above = op; 1870 op->below->above = op;
1976 where->inv = op; 1871 where->inv = op;
1977 } 1872 }
1978 return op; 1873 return op;
1979} 1874}
1980 1875
1981/* 1876/*
1982 * Checks if any objects has a move_type that matches objects 1877 * 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 1892 * 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 1893 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1894 * on top.
2000 */ 1895 */
2001 1896
1897int
2002int check_move_on (object *op, object *originator) 1898check_move_on (object *op, object *originator)
2003{ 1899{
2004 object *tmp; 1900 object *
2005 tag_t tag; 1901 tmp;
2006 mapstruct *m=op->map; 1902 tag_t
1903 tag;
1904 mapstruct *
1905 m = op->map;
1906 int
2007 int x=op->x, y=op->y; 1907 x = op->x, y = op->y;
2008 MoveType move_on, move_slow, move_block;
2009 1908
1909 MoveType
1910 move_on,
1911 move_slow,
1912 move_block;
1913
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1914 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0; 1915 return 0;
2012 1916
2013 tag = op->count; 1917 tag = op->count;
2014 1918
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1919 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); 1920 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); 1921 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2018 1922
2019 /* if nothing on this space will slow op down or be applied, 1923 /* 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 1924 * 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 1925 * is set, as lots of objects don't have it set - we treat that
2022 * as walking. 1926 * as walking.
2023 */ 1927 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1928 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0; 1929 return 0;
2026 1930
2027 /* This is basically inverse logic of that below - basically, 1931 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so, 1932 * 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 1933 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct. 1934 * blocked. Logic on this seems confusing, but does seem correct.
2031 */ 1935 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 && 1936 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; 1937 return 0;
2034 1938
2035 /* The objects have to be checked from top to bottom. 1939 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top: 1940 * Hence, we first go to the top:
2037 */ 1941 */
2038 1942
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1943 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) { 1944 {
2041 /* Trim the search when we find the first other spell effect 1945 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects, 1946 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them. 1947 * we don't need to check all of them.
2044 */ 1948 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1949 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1950 break;
1951 }
1952
1953 for (; tmp; tmp = tmp->below)
2046 } 1954 {
2047 for(;tmp!=NULL; tmp=tmp->below) { 1955 if (tmp == op)
2048 if (tmp == op) continue; /* Can't apply yourself */ 1956 continue; /* Can't apply yourself */
2049 1957
2050 /* Check to see if one of the movement types should be slowed down. 1958 /* 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 1959 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the 1960 * (~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 1961 * 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. 1962 * swim on that space, can't use it to avoid the penalty.
2055 */ 1963 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1964 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1965 {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1966 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)) { 1967 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1968 {
2060 1969
2061 float diff; 1970 float
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed); 1971 diff = tmp->move_slow_penalty * FABS (op->speed);
1972
2064 if (op->type == PLAYER) { 1973 if (op->type == PLAYER)
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1974 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))) { 1975 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2067 diff /= 4.0; 1976 diff /= 4.0;
2068 } 1977
2069 }
2070 op->speed_left -= diff; 1978 op->speed_left -= diff;
2071 } 1979 }
2072 } 1980 }
2073 1981
2074 /* Basically same logic as above, except now for actual apply. */ 1982 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1983 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)) { 1984 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2078 1985 {
2079 move_apply(tmp, op, originator); 1986 move_apply (tmp, op, originator);
1987
2080 if (was_destroyed (op, tag)) 1988 if (was_destroyed (op, tag))
2081 return 1; 1989 return 1;
2082 1990
2083 /* what the person/creature stepped onto has moved the object 1991 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did, 1992 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result. 1993 * have a feeling strange problems would result.
2086 */ 1994 */
2087 if (op->map != m || op->x != x || op->y != y) return 0; 1995 if (op->map != m || op->x != x || op->y != y)
1996 return 0;
2088 } 1997 }
2089 } 1998 }
1999
2090 return 0; 2000 return 0;
2091} 2001}
2092 2002
2093/* 2003/*
2094 * present_arch(arch, map, x, y) searches for any objects with 2004 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 2005 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 2006 * The first matching object is returned, or NULL if none.
2097 */ 2007 */
2098 2008
2009object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 2010present_arch (const archetype *at, mapstruct *m, int x, int y)
2011{
2100 object *tmp; 2012 object *
2013 tmp;
2014
2101 if(m==NULL || out_of_map(m,x,y)) { 2015 if (m == NULL || out_of_map (m, x, y))
2016 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 2017 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 2018 return NULL;
2104 } 2019 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 2021 if (tmp->arch == at)
2107 return tmp; 2022 return tmp;
2108 return NULL; 2023 return NULL;
2109} 2024}
2110 2025
2111/* 2026/*
2112 * present(type, map, x, y) searches for any objects with 2027 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 2028 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 2029 * The first matching object is returned, or NULL if none.
2115 */ 2030 */
2116 2031
2032object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 2033present (unsigned char type, mapstruct *m, int x, int y)
2034{
2118 object *tmp; 2035 object *
2036 tmp;
2037
2119 if(out_of_map(m,x,y)) { 2038 if (out_of_map (m, x, y))
2039 {
2120 LOG(llevError,"Present called outside map.\n"); 2040 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 2041 return NULL;
2122 } 2042 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 2043 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 2044 if (tmp->type == type)
2125 return tmp; 2045 return tmp;
2126 return NULL; 2046 return NULL;
2127} 2047}
2128 2048
2129/* 2049/*
2130 * present_in_ob(type, object) searches for any objects with 2050 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 2051 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 2052 * The first matching object is returned, or NULL if none.
2133 */ 2053 */
2134 2054
2055object *
2135object *present_in_ob(unsigned char type, const object *op) { 2056present_in_ob (unsigned char type, const object *op)
2057{
2136 object *tmp; 2058 object *
2059 tmp;
2060
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2061 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 2062 if (tmp->type == type)
2139 return tmp; 2063 return tmp;
2140 return NULL; 2064 return NULL;
2141} 2065}
2142 2066
2143/* 2067/*
2153 * the object name, not the archetype name. this is so that the 2077 * 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 2078 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2079 * to be unique.
2156 */ 2080 */
2157 2081
2082object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2083present_in_ob_by_name (int type, const char *str, const object *op)
2084{
2159 object *tmp; 2085 object *
2086 tmp;
2160 2087
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2088 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2089 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2090 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2091 return tmp;
2164 } 2092 }
2165 return NULL; 2093 return NULL;
2166} 2094}
2167 2095
2168/* 2096/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2097 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2098 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2099 * The first matching object is returned, or NULL if none.
2172 */ 2100 */
2173 2101
2102object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2103present_arch_in_ob (const archetype *at, const object *op)
2104{
2175 object *tmp; 2105 object *
2106 tmp;
2107
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2108 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2109 if (tmp->arch == at)
2178 return tmp; 2110 return tmp;
2179 return NULL; 2111 return NULL;
2180} 2112}
2181 2113
2182/* 2114/*
2183 * activate recursively a flag on an object inventory 2115 * activate recursively a flag on an object inventory
2184 */ 2116 */
2117void
2185void flag_inv(object*op, int flag){ 2118flag_inv (object *op, int flag)
2119{
2186 object *tmp; 2120 object *
2121 tmp;
2122
2187 if(op->inv) 2123 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2124 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2125 {
2189 SET_FLAG(tmp, flag); 2126 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2127 flag_inv (tmp, flag);
2191 } 2128 }
2192}/* 2129} /*
2193 * desactivate recursively a flag on an object inventory 2130 * desactivate recursively a flag on an object inventory
2194 */ 2131 */
2132void
2195void unflag_inv(object*op, int flag){ 2133unflag_inv (object *op, int flag)
2134{
2196 object *tmp; 2135 object *
2136 tmp;
2137
2197 if(op->inv) 2138 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2140 {
2199 CLEAR_FLAG(tmp, flag); 2141 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2142 unflag_inv (tmp, flag);
2201 } 2143 }
2202} 2144}
2203 2145
2204/* 2146/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2147 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2148 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2149 * 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. 2150 * him/her-self and all object carried by a call to this function.
2209 */ 2151 */
2210 2152
2153void
2211void set_cheat(object *op) { 2154set_cheat (object *op)
2155{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2156 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2157 flag_inv (op, FLAG_WAS_WIZ);
2214} 2158}
2215 2159
2216/* 2160/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2161 * 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 2162 * 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 2177 * 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 2178 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2179 * customized, changed states, etc.
2236 */ 2180 */
2237 2181
2182int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2183find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop)
2184{
2185 int
2186 i,
2239 int i,index=0, flag; 2187 index = 0, flag;
2188 static int
2240 static int altern[SIZEOFFREE]; 2189 altern[SIZEOFFREE];
2241 2190
2242 for(i=start;i<stop;i++) { 2191 for (i = start; i < stop; i++)
2192 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2193 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2194 if (!flag)
2245 altern[index++]=i; 2195 altern[index++] = i;
2246 2196
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2197 /* 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. 2198 * 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 - 2199 * 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 2200 * 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 2201 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2202 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2203 * won't look 2 spaces south of the target space.
2254 */ 2204 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2205 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2206 stop = maxfree[i];
2257 } 2207 }
2258 if(!index) return -1; 2208 if (!index)
2209 return -1;
2259 return altern[RANDOM()%index]; 2210 return altern[RANDOM () % index];
2260} 2211}
2261 2212
2262/* 2213/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2214 * find_first_free_spot(archetype, mapstruct, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2215 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2216 * 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. 2217 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2218 */
2268 2219
2220int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2221find_first_free_spot (const object *ob, mapstruct *m, int x, int y)
2222{
2223 int
2270 int i; 2224 i;
2225
2271 for(i=0;i<SIZEOFFREE;i++) { 2226 for (i = 0; i < SIZEOFFREE; i++)
2227 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2228 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2229 return i;
2274 } 2230 }
2275 return -1; 2231 return -1;
2276} 2232}
2277 2233
2278/* 2234/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2235 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2236 * arr[begin..end-1].
2281 */ 2237 */
2238static void
2282static void permute(int *arr, int begin, int end) 2239permute (int *arr, int begin, int end)
2283{ 2240{
2284 int i, j, tmp, len; 2241 int
2242 i,
2243 j,
2244 tmp,
2245 len;
2285 2246
2286 len = end-begin; 2247 len = end - begin;
2287 for(i = begin; i < end; i++) 2248 for (i = begin; i < end; i++)
2288 { 2249 {
2289 j = begin+RANDOM()%len; 2250 j = begin + RANDOM () % len;
2290 2251
2291 tmp = arr[i]; 2252 tmp = arr[i];
2292 arr[i] = arr[j]; 2253 arr[i] = arr[j];
2293 arr[j] = tmp; 2254 arr[j] = tmp;
2294 } 2255 }
2295} 2256}
2296 2257
2297/* new function to make monster searching more efficient, and effective! 2258/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2259 * 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 2260 * 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 2261 * 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 2262 * 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. 2263 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2264 */
2265void
2304void get_search_arr(int *search_arr) 2266get_search_arr (int *search_arr)
2305{ 2267{
2268 int
2306 int i; 2269 i;
2307 2270
2308 for(i = 0; i < SIZEOFFREE; i++) 2271 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2272 {
2310 search_arr[i] = i; 2273 search_arr[i] = i;
2311 } 2274 }
2312 2275
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2276 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2277 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2278 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2279}
2317 2280
2318/* 2281/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2282 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2283 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2289 * 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 2290 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2291 * there is capable of.
2329 */ 2292 */
2330 2293
2294int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2295find_dir (mapstruct *m, int x, int y, object *exclude)
2296{
2297 int
2298 i,
2332 int i,max=SIZEOFFREE, mflags; 2299 max = SIZEOFFREE, mflags;
2300
2333 sint16 nx, ny; 2301 sint16 nx, ny;
2334 object *tmp; 2302 object *
2303 tmp;
2335 mapstruct *mp; 2304 mapstruct *
2305 mp;
2306
2336 MoveType blocked, move_type; 2307 MoveType blocked, move_type;
2337 2308
2338 if (exclude && exclude->head) { 2309 if (exclude && exclude->head)
2310 {
2339 exclude = exclude->head; 2311 exclude = exclude->head;
2340 move_type = exclude->move_type; 2312 move_type = exclude->move_type;
2341 } else { 2313 }
2314 else
2315 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2316 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2317 move_type = MOVE_ALL;
2318 }
2319
2320 for (i = 1; i < max; i++)
2344 } 2321 {
2345
2346 for(i=1;i<max;i++) {
2347 mp = m; 2322 mp = m;
2348 nx = x + freearr_x[i]; 2323 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2324 ny = y + freearr_y[i];
2350 2325
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2326 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2327 if (mflags & P_OUT_OF_MAP)
2328 {
2353 max = maxfree[i]; 2329 max = maxfree[i];
2330 }
2354 } else { 2331 else
2332 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2333 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2334
2357 if ((move_type & blocked) == move_type) { 2335 if ((move_type & blocked) == move_type)
2336 {
2358 max=maxfree[i]; 2337 max = maxfree[i];
2338 }
2359 } else if (mflags & P_IS_ALIVE) { 2339 else if (mflags & P_IS_ALIVE)
2340 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2341 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2342 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2343 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2344 {
2363 break; 2345 break;
2364 } 2346 }
2365 } 2347 }
2366 if(tmp) { 2348 if (tmp)
2349 {
2367 return freedir[i]; 2350 return freedir[i];
2368 } 2351 }
2369 } 2352 }
2370 } 2353 }
2371 } 2354 }
2372 return 0; 2355 return 0;
2373} 2356}
2374 2357
2375/* 2358/*
2376 * distance(object 1, object 2) will return the square of the 2359 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2360 * distance between the two given objects.
2378 */ 2361 */
2379 2362
2363int
2380int distance(const object *ob1, const object *ob2) { 2364distance (const object *ob1, const object *ob2)
2365{
2381 int i; 2366 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2367 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2368
2369 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2370 return i;
2385} 2371}
2386 2372
2387/* 2373/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2374 * 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 2375 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2376 * object, needs to travel toward it.
2391 */ 2377 */
2392 2378
2379int
2393int find_dir_2(int x, int y) { 2380find_dir_2 (int x, int y)
2381{
2394 int q; 2382 int
2383 q;
2395 2384
2396 if(y) 2385 if (y)
2397 q=x*100/y; 2386 q = x * 100 / y;
2398 else if (x) 2387 else if (x)
2399 q= -300*x; 2388 q = -300 * x;
2400 else 2389 else
2401 return 0; 2390 return 0;
2402 2391
2403 if(y>0) { 2392 if (y > 0)
2393 {
2404 if(q < -242) 2394 if (q < -242)
2405 return 3 ; 2395 return 3;
2406 if (q < -41) 2396 if (q < -41)
2407 return 2 ; 2397 return 2;
2408 if (q < 41) 2398 if (q < 41)
2409 return 1 ; 2399 return 1;
2410 if (q < 242) 2400 if (q < 242)
2411 return 8 ; 2401 return 8;
2412 return 7 ; 2402 return 7;
2413 } 2403 }
2414 2404
2415 if (q < -242) 2405 if (q < -242)
2416 return 7 ; 2406 return 7;
2417 if (q < -41) 2407 if (q < -41)
2418 return 6 ; 2408 return 6;
2419 if (q < 41) 2409 if (q < 41)
2420 return 5 ; 2410 return 5;
2421 if (q < 242) 2411 if (q < 242)
2422 return 4 ; 2412 return 4;
2423 2413
2424 return 3 ; 2414 return 3;
2425} 2415}
2426 2416
2427/* 2417/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2418 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2419 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2420 * "overflow" in previous calculations of a direction).
2431 */ 2421 */
2432 2422
2423int
2433int absdir(int d) { 2424absdir (int d)
2434 while(d<1) d+=8; 2425{
2435 while(d>8) d-=8; 2426 while (d < 1)
2427 d += 8;
2428 while (d > 8)
2429 d -= 8;
2436 return d; 2430 return d;
2437} 2431}
2438 2432
2439/* 2433/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2434 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2435 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2436 */
2443 2437
2438int
2444int dirdiff(int dir1, int dir2) { 2439dirdiff (int dir1, int dir2)
2440{
2445 int d; 2441 int
2442 d;
2443
2446 d = abs(dir1 - dir2); 2444 d = abs (dir1 - dir2);
2447 if(d>4) 2445 if (d > 4)
2448 d = 8 - d; 2446 d = 8 - d;
2449 return d; 2447 return d;
2450} 2448}
2451 2449
2452/* peterm: 2450/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2455 * 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 2456 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2457 * functions.
2460 */ 2458 */
2461 2459
2460int
2462int reduction_dir[SIZEOFFREE][3] = { 2461 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2462 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2463 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2464 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2465 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2466 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2467 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2468 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2469 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2470 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2471 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2472 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2473 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2474 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2475 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2476 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2477 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2478 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2479 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2480 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2481 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2482 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2483 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2484 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2485 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2486 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2487 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2488 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2489 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2490 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2491 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2492 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2493 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2494 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2495 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2496 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2497 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2498 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2499 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2500 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2501 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2502 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2503 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2504 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2505 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2506 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2507 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2508 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2509 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2510 {24, 9, -1}
2511}; /* 48 */
2512 2512
2513/* Recursive routine to step back and see if we can 2513/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2514 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2515 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2516 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2517 * Modified to be map tile aware -.MSW
2518 */ 2518 */
2519
2520 2519
2520
2521int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2522can_see_monsterP (mapstruct *m, int x, int y, int dir)
2523{
2522 sint16 dx, dy; 2524 sint16 dx, dy;
2525 int
2523 int mflags; 2526 mflags;
2524 2527
2528 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2529 return 0; /* exit condition: invalid direction */
2526 2530
2527 dx = x + freearr_x[dir]; 2531 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2532 dy = y + freearr_y[dir];
2529 2533
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2534 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2535
2532 /* This functional arguably was incorrect before - it was 2536 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2537 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2538 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2539 * 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 2540 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2541 * at least its move type.
2538 */ 2542 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2543 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2544 return 0;
2540 2545
2541 /* yes, can see. */ 2546 /* yes, can see. */
2542 if(dir < 9) return 1; 2547 if (dir < 9)
2548 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2549 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2550 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} 2551}
2547 2552
2548 2553
2549 2554
2550/* 2555/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2556 * 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 2557 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2558 * picked up, otherwise 0.
2554 * 2559 *
2556 * core dumps if they do. 2561 * core dumps if they do.
2557 * 2562 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2563 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2564 */
2560 2565
2566int
2561int can_pick(const object *who, const object *item) { 2567can_pick (const object *who, const object *item)
2568{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2569 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2570 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2571 !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} 2572}
2567 2573
2568 2574
2569/* 2575/*
2570 * create clone from object to another 2576 * create clone from object to another
2571 */ 2577 */
2578object *
2572object *object_create_clone (object *asrc) { 2579object_create_clone (object *asrc)
2580{
2581 object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2582 dst = NULL, *tmp, *src, *part, *prev, *item;
2574 2583
2584 if (!asrc)
2575 if(!asrc) return NULL; 2585 return NULL;
2576 src = asrc; 2586 src = asrc;
2577 if(src->head) 2587 if (src->head)
2578 src = src->head; 2588 src = src->head;
2579 2589
2580 prev = NULL; 2590 prev = NULL;
2581 for(part = src; part; part = part->more) { 2591 for (part = src; part; part = part->more)
2592 {
2582 tmp = get_object(); 2593 tmp = get_object ();
2583 copy_object(part,tmp); 2594 copy_object (part, tmp);
2584 tmp->x -= src->x; 2595 tmp->x -= src->x;
2585 tmp->y -= src->y; 2596 tmp->y -= src->y;
2586 if(!part->head) { 2597 if (!part->head)
2598 {
2587 dst = tmp; 2599 dst = tmp;
2588 tmp->head = NULL; 2600 tmp->head = NULL;
2601 }
2589 } else { 2602 else
2603 {
2590 tmp->head = dst; 2604 tmp->head = dst;
2591 } 2605 }
2592 tmp->more = NULL; 2606 tmp->more = NULL;
2593 if(prev) 2607 if (prev)
2594 prev->more = tmp; 2608 prev->more = tmp;
2595 prev = tmp; 2609 prev = tmp;
2596 } 2610 }
2611
2597 /*** copy inventory ***/ 2612 /*** copy inventory ***/
2598 for(item = src->inv; item; item = item->below) { 2613 for (item = src->inv; item; item = item->below)
2614 {
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2615 (void) insert_ob_in_ob (object_create_clone (item), dst);
2600 } 2616 }
2601 2617
2602 return dst; 2618 return dst;
2603} 2619}
2604 2620
2605/* return true if the object was destroyed, 0 otherwise */ 2621/* return true if the object was destroyed, 0 otherwise */
2622int
2606int was_destroyed (const object *op, tag_t old_tag) 2623was_destroyed (const object *op, tag_t old_tag)
2607{ 2624{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more 2625 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */ 2626 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED); 2627 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2628}
2612 2629
2613/* GROS - Creates an object using a string representing its content. */ 2630/* GROS - Creates an object using a string representing its content. */
2631
2614/* Basically, we save the content of the string to a temp file, then call */ 2632/* Basically, we save the content of the string to a temp file, then call */
2633
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2634/* load_object on it. I admit it is a highly inefficient way to make things, */
2635
2616/* but it was simple to make and allows reusing the load_object function. */ 2636/* but it was simple to make and allows reusing the load_object function. */
2637
2617/* Remember not to use load_object_str in a time-critical situation. */ 2638/* Remember not to use load_object_str in a time-critical situation. */
2639
2618/* Also remember that multiparts objects are not supported for now. */ 2640/* Also remember that multiparts objects are not supported for now. */
2619 2641
2642object *
2620object* load_object_str(const char *obstr) 2643load_object_str (const char *obstr)
2621{ 2644{
2622 object *op; 2645 object *
2646 op;
2647 char
2623 char filename[MAX_BUF]; 2648 filename[MAX_BUF];
2649
2624 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2650 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2625 2651
2652 FILE *
2626 FILE *tempfile=fopen(filename,"w"); 2653 tempfile = fopen (filename, "w");
2654
2627 if (tempfile == NULL) 2655 if (tempfile == NULL)
2628 { 2656 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2657 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2658 return NULL;
2631 }; 2659 };
2632 fprintf(tempfile,obstr); 2660 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2661 fclose (tempfile);
2634 2662
2635 op=get_object(); 2663 op = get_object ();
2636 2664
2637 object_thawer thawer (filename); 2665 object_thawer thawer (filename);
2666
2638 if (thawer) 2667 if (thawer)
2639 load_object(thawer,op,LO_NEWFILE,0); 2668 load_object (thawer, op, 0);
2669
2640 LOG(llevDebug," load str completed, object=%s\n",op->name); 2670 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2641 CLEAR_FLAG(op,FLAG_REMOVED); 2671 CLEAR_FLAG (op, FLAG_REMOVED);
2642 2672
2643 return op; 2673 return op;
2644} 2674}
2645 2675
2646/* This returns the first object in who's inventory that 2676/* This returns the first object in who's inventory that
2647 * has the same type and subtype match. 2677 * has the same type and subtype match.
2648 * returns NULL if no match. 2678 * returns NULL if no match.
2649 */ 2679 */
2680object *
2650object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2681find_obj_by_type_subtype (const object *who, int type, int subtype)
2651{ 2682{
2652 object *tmp; 2683 object *
2684 tmp;
2653 2685
2654 for (tmp=who->inv; tmp; tmp=tmp->below) 2686 for (tmp = who->inv; tmp; tmp = tmp->below)
2655 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2687 if (tmp->type == type && tmp->subtype == subtype)
2688 return tmp;
2656 2689
2657 return NULL; 2690 return NULL;
2658} 2691}
2659 2692
2660/* If ob has a field named key, return the link from the list, 2693/* If ob has a field named key, return the link from the list,
2661 * otherwise return NULL. 2694 * otherwise return NULL.
2662 * 2695 *
2663 * key must be a passed in shared string - otherwise, this won't 2696 * key must be a passed in shared string - otherwise, this won't
2664 * do the desired thing. 2697 * do the desired thing.
2665 */ 2698 */
2699key_value *
2666key_value * get_ob_key_link(const object * ob, const char * key) { 2700get_ob_key_link (const object *ob, const char *key)
2701{
2667 key_value * link; 2702 key_value *
2668 2703 link;
2704
2669 for (link = ob->key_values; link != NULL; link = link->next) { 2705 for (link = ob->key_values; link != NULL; link = link->next)
2706 {
2670 if (link->key == key) { 2707 if (link->key == key)
2708 {
2671 return link; 2709 return link;
2672 } 2710 }
2673 }
2674 2711 }
2712
2675 return NULL; 2713 return NULL;
2676} 2714}
2677 2715
2678/* 2716/*
2679 * Returns the value of op has an extra_field for key, or NULL. 2717 * Returns the value of op has an extra_field for key, or NULL.
2680 * 2718 *
2681 * The argument doesn't need to be a shared string. 2719 * The argument doesn't need to be a shared string.
2682 * 2720 *
2683 * The returned string is shared. 2721 * The returned string is shared.
2684 */ 2722 */
2723const char *
2685const char * get_ob_key_value(const object * op, const char * const key) { 2724get_ob_key_value (const object *op, const char *const key)
2725{
2686 key_value * link; 2726 key_value *
2687 const char * canonical_key; 2727 link;
2688 2728 const char *
2729 canonical_key;
2730
2689 canonical_key = find_string(key); 2731 canonical_key = shstr::find (key);
2690 2732
2691 if (canonical_key == NULL) { 2733 if (canonical_key == NULL)
2734 {
2692 /* 1. There being a field named key on any object 2735 /* 1. There being a field named key on any object
2693 * implies there'd be a shared string to find. 2736 * implies there'd be a shared string to find.
2694 * 2. Since there isn't, no object has this field. 2737 * 2. Since there isn't, no object has this field.
2695 * 3. Therefore, *this* object doesn't have this field. 2738 * 3. Therefore, *this* object doesn't have this field.
2696 */ 2739 */
2697 return NULL; 2740 return NULL;
2698 } 2741 }
2699 2742
2700 /* This is copied from get_ob_key_link() above - 2743 /* This is copied from get_ob_key_link() above -
2701 * only 4 lines, and saves the function call overhead. 2744 * only 4 lines, and saves the function call overhead.
2702 */ 2745 */
2703 for (link = op->key_values; link != NULL; link = link->next) { 2746 for (link = op->key_values; link != NULL; link = link->next)
2747 {
2704 if (link->key == canonical_key) { 2748 if (link->key == canonical_key)
2749 {
2705 return link->value; 2750 return link->value;
2706 } 2751 }
2707 } 2752 }
2708 return NULL; 2753 return NULL;
2709} 2754}
2710 2755
2711 2756
2712/* 2757/*
2713 * Updates the canonical_key in op to value. 2758 * 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 2762 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2718 * keys. 2763 * keys.
2719 * 2764 *
2720 * Returns TRUE on success. 2765 * Returns TRUE on success.
2721 */ 2766 */
2767int
2722int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2768set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2769{
2770 key_value *
2723 key_value * field = NULL, *last=NULL; 2771 field = NULL, *last = NULL;
2724 2772
2725 for (field=op->key_values; field != NULL; field=field->next) { 2773 for (field = op->key_values; field != NULL; field = field->next)
2774 {
2726 if (field->key != canonical_key) { 2775 if (field->key != canonical_key)
2776 {
2727 last = field; 2777 last = field;
2728 continue; 2778 continue;
2729 } 2779 }
2730 2780
2731 if (field->value) FREE_AND_CLEAR_STR(field->value);
2732 if (value) 2781 if (value)
2733 field->value = add_string(value); 2782 field->value = value;
2734 else { 2783 else
2784 {
2735 /* Basically, if the archetype has this key set, 2785 /* Basically, if the archetype has this key set,
2736 * we need to store the null value so when we save 2786 * we need to store the null value so when we save
2737 * it, we save the empty value so that when we load, 2787 * it, we save the empty value so that when we load,
2738 * we get this value back again. 2788 * we get this value back again.
2739 */ 2789 */
2740 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2790 if (get_ob_key_link (&op->arch->clone, canonical_key))
2741 field->value = NULL; 2791 field->value = 0;
2742 else { 2792 else
2743 /* Delete this link */ 2793 {
2744 if (field->key) FREE_AND_CLEAR_STR(field->key); 2794 if (last)
2745 if (field->value) FREE_AND_CLEAR_STR(field->value);
2746 if (last) last->next = field->next; 2795 last->next = field->next;
2796 else
2747 else op->key_values = field->next; 2797 op->key_values = field->next;
2798
2748 free(field); 2799 delete field;
2749 } 2800 }
2750 } 2801 }
2751 return TRUE; 2802 return TRUE;
2752 } 2803 }
2753 /* IF we get here, key doesn't exist */ 2804 /* IF we get here, key doesn't exist */
2754 2805
2755 /* No field, we'll have to add it. */ 2806 /* No field, we'll have to add it. */
2807
2808 if (!add_key)
2756 2809 {
2757 if (!add_key) {
2758 return FALSE; 2810 return FALSE;
2759 } 2811 }
2760 /* There isn't any good reason to store a null 2812 /* There isn't any good reason to store a null
2761 * value in the key/value list. If the archetype has 2813 * value in the key/value list. If the archetype has
2762 * this key, then we should also have it, so shouldn't 2814 * this key, then we should also have it, so shouldn't
2763 * be here. If user wants to store empty strings, 2815 * be here. If user wants to store empty strings,
2764 * should pass in "" 2816 * should pass in ""
2765 */ 2817 */
2766 if (value == NULL) return TRUE; 2818 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; 2819 return TRUE;
2820
2821 field = new key_value;
2822
2823 field->key = canonical_key;
2824 field->value = value;
2825 /* Usual prepend-addition. */
2826 field->next = op->key_values;
2827 op->key_values = field;
2828
2829 return TRUE;
2777} 2830}
2778 2831
2779/* 2832/*
2780 * Updates the key in op to value. 2833 * Updates the key in op to value.
2781 * 2834 *
2783 * and not add new ones. 2836 * and not add new ones.
2784 * In general, should be little reason FALSE is ever passed in for add_key 2837 * In general, should be little reason FALSE is ever passed in for add_key
2785 * 2838 *
2786 * Returns TRUE on success. 2839 * Returns TRUE on success.
2787 */ 2840 */
2841int
2788int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2842set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2789 const char * canonical_key = NULL; 2843{
2790 int floating_ref = FALSE; 2844 shstr key_ (key);
2791 int ret; 2845
2792
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); 2846 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} 2847}
2848
2849void
2850object::deep_iterator::next ()
2851{
2852 if (item->inv)
2853 item = item->inv;
2854 else if (item->below)
2855 item = item->below;
2856 else
2857 item = item->env->below;
2858}

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