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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 1.73 by root, Wed Dec 20 01:19:11 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
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57short freearr_x[SIZEOFFREE]= 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 45};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 48};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
66int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
69 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
70 133
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
73 key_value * wants_field; 138 key_value *wants_field;
74 139
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
78 */ 143 */
79 144
80 /* For each field in wants, */ 145 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next)
147 {
82 key_value * has_field; 148 key_value *has_field;
83 149
84 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
86 154 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 155 /* No field with that name. */
89 return FALSE; 156 return FALSE;
90 }
91 157 }
158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 209 * used to store nrof).
135 */ 210 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flags ^ ob2->flags).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 260 return 0;
138 261
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 264 return 0;
145 265
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 267 * if it is valid.
158 */ 268 */
159 } 269 }
160 270
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
214 return 0; 298 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264} 354}
265 355
266/* 356/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need 357 * 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 358 * a better check. We basically keeping traversing up until we can't
269 * or find a player. 359 * or find a player.
270 */ 360 */
271 361
362object *
272object *is_player_inv (object *op) { 363is_player_inv (object *op)
364{
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env) 365 for (; op != NULL && op->type != PLAYER; op = op->env)
274 if (op->env==op) 366 if (op->env == op)
275 op->env = NULL; 367 op->env = NULL;
276 return op; 368 return op;
277} 369}
278 370
279/* 371/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 372 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 373 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 374 * The result of the dump is stored in the static global errmsg array.
283 */ 375 */
284 376
285void dump_object2(object *op) { 377char *
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 378dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 379{
340 char *cp; 380 if (!op)
381 return strdup ("[NULLOBJ]");
341 382
342 if(op==NULL) 383 object_freezer freezer;
343 { 384 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 385 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 386}
382 387
383/* 388/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 389 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 390 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 391 * If it's not a multi-object, it is returned.
387 */ 392 */
388 393
394object *
389object *get_nearest_part(object *op, const object *pl) { 395get_nearest_part (object *op, const object *pl)
396{
390 object *tmp,*closest; 397 object *tmp, *closest;
391 int last_dist,i; 398 int last_dist, i;
399
392 if(op->more==NULL) 400 if (op->more == NULL)
393 return op; 401 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 402 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 403 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 404 closest = tmp, last_dist = i;
397 return closest; 405 return closest;
398} 406}
399 407
400/* 408/*
401 * Returns the object which has the count-variable equal to the argument. 409 * Returns the object which has the count-variable equal to the argument.
402 */ 410 */
403 411
412object *
404object *find_object(tag_t i) { 413find_object (tag_t i)
405 object *op; 414{
406 for(op=objects;op!=NULL;op=op->next) 415 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 416 if (op->count == i)
408 break; 417 return op;
418
409 return op; 419 return 0;
410} 420}
411 421
412/* 422/*
413 * Returns the first object which has a name equal to the argument. 423 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 424 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 425 * Enables features like "patch <name-of-other-player> food 999"
416 */ 426 */
417 427
428object *
418object *find_object_name(const char *str) { 429find_object_name (const char *str)
419 const char *name=add_string(str); 430{
431 shstr_cmp str_ (str);
420 object *op; 432 object *op;
433
421 for(op=objects;op!=NULL;op=op->next) 434 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 435 if (op->name == str_)
423 break; 436 break;
424 free_string(name); 437
425 return op; 438 return op;
426} 439}
427 440
441void
428void free_all_object_data(void) { 442free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 443{
470 if (!op) return; 444 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 445}
478
479
480 446
481/* 447/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 448 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 449 * skill and experience objects.
484 */ 450 */
485void set_owner (object *op, object *owner) 451void
452object::set_owner (object *owner)
486{ 453{
487 if(owner==NULL||op==NULL) 454 if (!owner)
488 return; 455 return;
489 456
490 /* next line added to allow objects which own objects */ 457 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 458 /* 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 459 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 460 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 461 * 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. 462 * didn't match, this check is valid and I believe that cause is valid.
496 */ 463 */
497 while (owner->owner && owner!=owner->owner && 464 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 465 owner = owner->owner;
499 466
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; 467 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} 468}
553 469
554/* Zero the key_values on op, decrementing the shared-string 470/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 471 * refcounts and freeing the links.
556 */ 472 */
473static void
557static void free_key_values(object * op) { 474free_key_values (object *op)
558 key_value * i; 475{
559 key_value * next = NULL; 476 for (key_value *i = op->key_values; i != 0;)
560 477 {
561 if (op->key_values == NULL) return; 478 key_value *next = i->next;
479 delete i;
480
481 i = next;
562 482 }
563 for (i = op->key_values; i != NULL; i = next) { 483
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; 484 op->key_values = 0;
574} 485}
575 486
487void object::clear ()
488{
489 attachable_base::clear ();
576 490
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); 491 free_key_values (this);
605 492
606 /* the memset will clear all these values for us, but we need 493 owner = 0;
607 * to reduce the refcount on them. 494 name = 0;
608 */ 495 name_pl = 0;
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name); 496 title = 0;
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl); 497 race = 0;
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title); 498 slaying = 0;
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race); 499 skill = 0;
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying); 500 msg = 0;
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill); 501 lore = 0;
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg); 502 custom_name = 0;
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore); 503 materialname = 0;
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname); 504 contr = 0;
505 below = 0;
506 above = 0;
507 inv = 0;
508 container = 0;
509 env = 0;
510 more = 0;
511 head = 0;
512 map = 0;
513 active_next = 0;
514 active_prev = 0;
618 515
516 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
619 517
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); 518 SET_FLAG (this, FLAG_REMOVED);
626 519
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 */ 520 /* What is not cleared is next, prev, and count */
642 521
643 op->expmul=1.0; 522 expmul = 1.0;
644 op->face = blank_face; 523 face = blank_face;
645 op->attacked_by_count = (tag_t) -1; 524
646 if (settings.casting_time) 525 if (settings.casting_time)
647 op->casting_time = -1; 526 casting_time = -1;
648
649} 527}
650 528
651/* 529/*
652 * copy object first frees everything allocated by the second object, 530 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 531 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 532 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 533 * 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 534 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 535 * will point at garbage.
658 */ 536 */
537void
538object::copy_to (object *dst)
539{
540 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
541 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
659 542
660void copy_object(object *op2, object *op) { 543 *(object_copy *)dst = *this;
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 544 *(object_pod *)dst = *this;
662 event *evt, *evt2, *evt_new;
663 545
664 op->clear (); 546 if (self || cb)
547 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (dst));
665 548
666 /* Decrement the refcounts, but don't bother zeroing the fields; 549 if (is_freed)
667 they'll be overwritten by memcpy. */ 550 SET_FLAG (dst, FLAG_FREED);
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678 551
679 /* Basically, same code as from clear_object() */ 552 if (is_removed)
680 for (evt = op->events; evt; evt=evt2) { 553 SET_FLAG (dst, FLAG_REMOVED);
681 evt2 = evt->next;
682 554
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 555 if (speed < 0)
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
695
696 if(is_freed) SET_FLAG(op,FLAG_FREED);
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698 if(op->name!=NULL) add_refcount(op->name);
699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
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
709 if((op2->speed<0) && !editor)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 556 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
711 557
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. */ 558 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 559 if (key_values)
560 {
735 key_value * tail = NULL; 561 key_value *tail = 0;
736 key_value * i; 562 key_value *i;
737 563
738 op->key_values = NULL; 564 dst->key_values = 0;
739 565
740 for (i = op2->key_values; i != NULL; i = i->next) { 566 for (i = key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 567 {
568 key_value *new_link = new key_value;
742 569
743 new_link->next = NULL; 570 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 571 new_link->key = i->key;
745 if (i->value)
746 new_link->value = add_refcount(i->value); 572 new_link->value = i->value;
747 else
748 new_link->value = NULL;
749 573
750 /* Try and be clever here, too. */ 574 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 575 if (!dst->key_values)
576 {
752 op->key_values = new_link; 577 dst->key_values = new_link;
753 tail = new_link; 578 tail = new_link;
754 } else {
755 tail->next = new_link;
756 tail = new_link;
757 } 579 }
580 else
581 {
582 tail->next = new_link;
583 tail = new_link;
758 } 584 }
585 }
759 } 586 }
760 587
761 update_ob_speed(op); 588 update_ob_speed (dst);
762} 589}
763 590
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; 591object *
805 592object::clone ()
806 if(free_objects==NULL) { 593{
807 expand_objects(); 594 object *neu = create ();
808 } 595 copy_to (neu);
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; 596 return neu;
847} 597}
848 598
849/* 599/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 600 * 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 601 * 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. 602 * be called to update the face variable, _and_ how it looks on the map.
853 */ 603 */
854 604
605void
855void update_turn_face(object *op) { 606update_turn_face (object *op)
607{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 608 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 609 return;
858 SET_ANIMATION(op, op->direction); 610 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 611 update_object (op, UP_OBJ_FACE);
860} 612}
861 613
862/* 614/*
863 * Updates the speed of an object. If the speed changes from 0 to another 615 * 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. 616 * 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. 617 * This function needs to be called whenever the speed of an object changes.
866 */ 618 */
867 619void
868void update_ob_speed(object *op) { 620update_ob_speed (object *op)
621{
869 extern int arch_init; 622 extern int arch_init;
870 623
871 /* No reason putting the archetypes objects on the speed list, 624 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 625 * since they never really need to be updated.
873 */ 626 */
874 627
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 628 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
629 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 630 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 631#ifdef MANY_CORES
878 abort(); 632 abort ();
879#else 633#else
880 op->speed = 0; 634 op->speed = 0;
881#endif 635#endif
882 } 636 }
637
883 if (arch_init) { 638 if (arch_init)
639 return;
640
641 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
642 {
643 /* If already on active list, don't do anything */
644 if (op->active_next || op->active_prev || op == active_objects)
884 return; 645 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;
890 646
891 /* process_events() expects us to insert the object at the beginning 647 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 648 * of the list. */
893 op->active_next = active_objects; 649 op->active_next = active_objects;
650
894 if (op->active_next!=NULL) 651 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 652 op->active_next->active_prev = op;
653
896 active_objects = op; 654 active_objects = op;
655 }
656 else
897 } 657 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 658 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 659 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 660 return;
902 661
903 if (op->active_prev==NULL) { 662 if (op->active_prev == NULL)
663 {
904 active_objects = op->active_next; 664 active_objects = op->active_next;
665
905 if (op->active_next!=NULL) 666 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 667 op->active_next->active_prev = NULL;
668 }
669 else
907 } 670 {
908 else {
909 op->active_prev->active_next = op->active_next; 671 op->active_prev->active_next = op->active_next;
672
910 if (op->active_next) 673 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 674 op->active_next->active_prev = op->active_prev;
912 } 675 }
676
913 op->active_next = NULL; 677 op->active_next = NULL;
914 op->active_prev = NULL; 678 op->active_prev = NULL;
915 } 679 }
916} 680}
917 681
918/* This function removes object 'op' from the list of active 682/* This function removes object 'op' from the list of active
919 * objects. 683 * objects.
921 * reference maps where you don't want an object that isn't 685 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 686 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 687 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 688 * will do the right thing based on the speed of the object.
925 */ 689 */
690void
926void remove_from_active_list(object *op) 691remove_from_active_list (object *op)
927{ 692{
928 /* If not on the active list, nothing needs to be done */ 693 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 694 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 695 return;
931 696
932 if (op->active_prev==NULL) { 697 if (op->active_prev == NULL)
698 {
933 active_objects = op->active_next; 699 active_objects = op->active_next;
934 if (op->active_next!=NULL) 700 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 701 op->active_next->active_prev = NULL;
702 }
703 else
936 } 704 {
937 else {
938 op->active_prev->active_next = op->active_next; 705 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 706 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 707 op->active_next->active_prev = op->active_prev;
941 } 708 }
942 op->active_next = NULL; 709 op->active_next = NULL;
943 op->active_prev = NULL; 710 op->active_prev = NULL;
944} 711}
945 712
946/* 713/*
947 * update_object() updates the array which represents the map. 714 * update_object() updates the array which represents the map.
948 * It takes into account invisible objects (and represent squares covered 715 * It takes into account invisible objects (and represent squares covered
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * 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. 731 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
966 */ 733 */
967 734
735void
968void update_object(object *op, int action) { 736update_object (object *op, int action)
737{
969 int update_now=0, flags; 738 int update_now = 0, flags;
970 MoveType move_on, move_off, move_block, move_slow; 739 MoveType move_on, move_off, move_block, move_slow;
971 740
972 if (op == NULL) { 741 if (op == NULL)
742 {
973 /* this should never happen */ 743 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 745 return;
976 }
977 746 }
747
978 if(op->env!=NULL) { 748 if (op->env != NULL)
749 {
979 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
980 * to do in this case. 751 * to do in this case.
981 */ 752 */
982 return; 753 return;
983 } 754 }
984 755
985 /* If the map is saving, don't do anything as everything is 756 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 757 * going to get freed anyways.
987 */ 758 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 759 if (!op->map || op->map->in_memory == MAP_SAVING)
989 760 return;
761
990 /* make sure the object is within map boundaries */ 762 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 763 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)) { 764 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 765 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 766#ifdef MANY_CORES
995 abort(); 767 abort ();
996#endif 768#endif
997 return; 769 return;
998 }
999 770 }
771
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y); 772 flags = GET_MAP_FLAGS (op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE); 773 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); 774 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); 775 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); 776 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); 777 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
1006 778
1007 if (action == UP_OBJ_INSERT) { 779 if (action == UP_OBJ_INSERT)
780 {
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 781 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW))
1009 update_now=1; 782 update_now = 1;
1010 783
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 784 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
1012 update_now=1; 785 update_now = 1;
1013 786
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 787 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
1015 update_now=1; 788 update_now = 1;
1016 789
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 790 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1; 791 update_now = 1;
1019 792
793 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
794 update_now = 1;
795
1020 if ((move_on | op->move_on) != move_on) update_now=1; 796 if ((move_on | op->move_on) != move_on)
797 update_now = 1;
798
1021 if ((move_off | op->move_off) != move_off) update_now=1; 799 if ((move_off | op->move_off) != move_off)
800 update_now = 1;
801
1022 /* This isn't perfect, but I don't expect a lot of objects to 802 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 803 * to have move_allow right now.
1024 */ 804 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 805 if (((move_block | op->move_block) & ~op->move_allow) != move_block)
1026 update_now=1; 806 update_now = 1;
807
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 808 if ((move_slow | op->move_slow) != move_slow)
809 update_now = 1;
1028 } 810 }
811
1029 /* if the object is being removed, we can't make intelligent 812 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 813 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 814 * that is being removed.
1032 */ 815 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 816 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 817 update_now = 1;
1035 } else if (action == UP_OBJ_FACE) { 818 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 819 /* Nothing to do for that case */ ;
1037 }
1038 else { 820 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 821 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 822
1042 if (update_now) { 823 if (update_now)
824 {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE); 825 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); 826 update_position (op->map, op->x, op->y);
1045 } 827 }
1046 828
1047 if(op->more!=NULL) 829 if (op->more != NULL)
1048 update_object(op->more, action); 830 update_object (op->more, action);
1049} 831}
1050 832
833object::vector object::mortals;
834object::vector object::objects; // not yet used
835object *object::first;
836
837void object::free_mortals ()
838{
839 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
840 if ((*i)->refcnt)
841 ++i; // further delay freeing
842 else
843 {
844 delete *i;
845 mortals.erase (i);
846 }
847}
848
849object::object ()
850{
851 SET_FLAG (this, FLAG_REMOVED);
852
853 expmul = 1.0;
854 face = blank_face;
855}
856
857object::~object ()
858{
859 free_key_values (this);
860}
861
862void object::link ()
863{
864 count = ++ob_count;
865 uuid = gen_uuid ();
866
867 prev = 0;
868 next = object::first;
869
870 if (object::first)
871 object::first->prev = this;
872
873 object::first = this;
874}
875
876void object::unlink ()
877{
878 if (this == object::first)
879 object::first = next;
880
881 /* Remove this object from the list of used objects */
882 if (prev) prev->next = next;
883 if (next) next->prev = prev;
884
885 prev = 0;
886 next = 0;
887}
888
889object *object::create ()
890{
891 object *op = new object;
892 op->link ();
893 return op;
894}
1051 895
1052/* 896/*
1053 * free_object() frees everything allocated by an object, removes 897 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 898 * 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. 899 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for 900 * The object must have been removed by remove_ob() first for
1057 * this function to succeed. 901 * this function to succeed.
1058 * 902 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 903 * If destroy_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 904 * inventory to the ground.
1061 */ 905 */
1062 906void object::destroy (bool destroy_inventory)
1063void free_object(object *ob) { 907{
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)) { 908 if (QUERY_FLAG (this, FLAG_FREED))
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return; 909 return;
910
911 if (QUERY_FLAG (this, FLAG_FRIENDLY))
912 remove_friendly_object (this);
913
914 if (!QUERY_FLAG (this, FLAG_REMOVED))
915 remove ();
916
917 SET_FLAG (this, FLAG_FREED);
918
919 if (more)
1086 } 920 {
1087 if(ob->more!=NULL) { 921 more->destroy (destroy_inventory);
1088 free_object2(ob->more, free_inventory); 922 more = 0;
1089 ob->more=NULL; 923 }
924
925 if (inv)
1090 } 926 {
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process - 927 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 928 * if some form of movement is allowed, let objects
1094 * drop on that space. 929 * drop on that space.
1095 */ 930 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 931 if (destroy_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)) 932 {
933 object *op = inv;
934
935 while (op)
1098 { 936 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below; 937 object *tmp = op->below;
1102 remove_ob(op); 938 op->destroy (destroy_inventory);
1103 free_object2(op, free_inventory);
1104 op=tmp; 939 op = tmp;
1105 } 940 }
1106 } 941 }
942 else
1107 else { /* Put objects in inventory onto this space */ 943 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 944 object *op = inv;
945
1109 while(op!=NULL) { 946 while (op)
947 {
1110 tmp=op->below; 948 object *tmp = op->below;
949
1111 remove_ob(op); 950 op->remove ();
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 951
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 952 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
1114 free_object(op); 953 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
954 op->destroy ();
1115 else { 955 else
956 {
1116 op->x=ob->x; 957 op->x = x;
1117 op->y=ob->y; 958 op->y = y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 959 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1119 } 960 }
961
1120 op=tmp; 962 op = tmp;
1121 } 963 }
1122 } 964 }
1123 } 965 }
966
967 // hack to ensure that freed objects still have a valid map
968 {
969 static maptile *freed_map; // freed objects are moved here to avoid crashes
970
971 if (!freed_map)
972 {
973 freed_map = new maptile;
974
975 freed_map->name = "/internal/freed_objects_map";
976 freed_map->width = 3;
977 freed_map->height = 3;
978
979 freed_map->allocate ();
980 }
981
982 map = freed_map;
983 x = 1;
984 y = 1;
985 }
986
987 // clear those pointers that likely might have circular references to us
988 owner = 0;
989 enemy = 0;
990 attacked_by = 0;
991
992 // only relevant for players(?), but make sure of it anyways
993 contr = 0;
994
1124 /* Remove object from the active list */ 995 /* Remove object from the active list */
1125 ob->speed = 0; 996 speed = 0;
1126 update_ob_speed(ob); 997 update_ob_speed (this);
1127 998
1128 SET_FLAG(ob, FLAG_FREED); 999 unlink ();
1129 ob->count = 0;
1130 1000
1131 /* Remove this object from the list of used objects */ 1001 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} 1002}
1216 1003
1217/* 1004/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 1005 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 1006 * weight of an object (and what is carried by it's environment(s)).
1220 */ 1007 */
1221 1008void
1222void sub_weight (object *op, signed long weight) { 1009sub_weight (object *op, signed long weight)
1010{
1223 while (op != NULL) { 1011 while (op != NULL)
1012 {
1224 if (op->type == CONTAINER) { 1013 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 1014 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 1015
1227 op->carrying-=weight; 1016 op->carrying -= weight;
1228 op = op->env; 1017 op = op->env;
1229 } 1018 }
1230} 1019}
1231 1020
1232/* remove_ob(op): 1021/* op->remove ():
1233 * This function removes the object op from the linked list of objects 1022 * 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 1023 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 1024 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 1025 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1026 * the previous environment.
1238 * Beware: This function is called from the editor as well! 1027 * Beware: This function is called from the editor as well!
1239 */ 1028 */
1240 1029void
1241void remove_ob(object *op) { 1030object::remove ()
1031{
1242 object *tmp,*last=NULL; 1032 object *tmp, *last = 0;
1243 object *otmp; 1033 object *otmp;
1244 tag_t tag; 1034
1245 int check_walk_off; 1035 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 1036
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1037 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 1038 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1039
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); 1040 SET_FLAG (this, FLAG_REMOVED);
1270 1041
1042 if (more)
1043 more->remove ();
1044
1271 /* 1045 /*
1272 * In this case, the object to be removed is in someones 1046 * In this case, the object to be removed is in someones
1273 * inventory. 1047 * inventory.
1274 */ 1048 */
1275 if(op->env!=NULL) { 1049 if (env)
1050 {
1276 if(op->nrof) 1051 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1052 sub_weight (env, weight * nrof);
1278 else 1053 else
1279 sub_weight(op->env, op->weight+op->carrying); 1054 sub_weight (env, weight + carrying);
1280 1055
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1056 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1057 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1058 * to save cpu time.
1284 */ 1059 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1060 if ((otmp = is_player_inv (env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp); 1061 fix_player (otmp);
1288 1062
1289 if(op->above!=NULL) 1063 if (above != NULL)
1290 op->above->below=op->below; 1064 above->below = below;
1291 else 1065 else
1292 op->env->inv=op->below; 1066 env->inv = below;
1293 1067
1294 if(op->below!=NULL) 1068 if (below != NULL)
1295 op->below->above=op->above; 1069 below->above = above;
1296 1070
1297 /* we set up values so that it could be inserted into 1071 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1072 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1073 * to the caller to decide what we want to do.
1074 */
1075 x = env->x, y = env->y;
1076 map = env->map;
1077 above = 0, below = 0;
1078 env = 0;
1079 }
1080 else if (map)
1081 {
1082 /* Re did the following section of code - it looks like it had
1083 * lots of logic for things we no longer care about
1084 */
1085
1086 /* link the object above us */
1087 if (above)
1088 above->below = below;
1089 else
1090 SET_MAP_TOP (map, x, y, below); /* we were top, set new top */
1091
1092 /* Relink the object below us, if there is one */
1093 if (below)
1094 below->above = above;
1095 else
1096 {
1097 /* Nothing below, which means we need to relink map object for this space
1098 * use translated coordinates in case some oddness with map tiling is
1099 * evident
1300 */ 1100 */
1301 op->x=op->env->x,op->y=op->env->y; 1101 if (GET_MAP_OB (map, x, y) != this)
1302 op->ox=op->x,op->oy=op->y; 1102 {
1303 op->map=op->env->map; 1103 char *dump = dump_object (this);
1304 op->above=NULL,op->below=NULL; 1104 LOG (llevError,
1305 op->env=NULL; 1105 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1106 free (dump);
1107 dump = dump_object (GET_MAP_OB (map, x, y));
1108 LOG (llevError, "%s\n", dump);
1109 free (dump);
1110 }
1111
1112 SET_MAP_OB (map, x, y, above); /* goes on above it. */
1113 }
1114
1115 above = 0;
1116 below = 0;
1117
1118 if (map->in_memory == MAP_SAVING)
1306 return; 1119 return;
1307 }
1308 1120
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;
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1121 check_walk_off = !QUERY_FLAG (this, FLAG_NO_APPLY);
1122
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1123 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1124 {
1365 /* No point updating the players look faces if he is the object 1125 /* No point updating the players look faces if he is the object
1366 * being removed. 1126 * being removed.
1367 */ 1127 */
1368 1128
1369 if(tmp->type==PLAYER && tmp!=op) { 1129 if (tmp->type == PLAYER && tmp != this)
1130 {
1370 /* If a container that the player is currently using somehow gets 1131 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1132 * removed (most likely destroyed), update the player view
1372 * appropriately. 1133 * appropriately.
1373 */ 1134 */
1374 if (tmp->container==op) { 1135 if (tmp->container == this)
1136 {
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1137 CLEAR_FLAG (this, FLAG_APPLIED);
1376 tmp->container=NULL; 1138 tmp->container = 0;
1139 }
1140
1141 tmp->contr->socket->floorbox_update ();
1377 } 1142 }
1378 tmp->contr->socket.update_look=1; 1143
1379 }
1380 /* See if player moving off should effect something */ 1144 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1145 if (check_walk_off
1146 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1147 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1383 1148 {
1384 move_apply(tmp, op, NULL); 1149 move_apply (tmp, this, 0);
1150
1385 if (was_destroyed (op, tag)) { 1151 if (destroyed ())
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1152 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 } 1153 }
1389 }
1390 1154
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1155 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1156
1393 if(tmp->above == tmp) 1157 if (tmp->above == tmp)
1394 tmp->above = NULL; 1158 tmp->above = 0;
1159
1395 last=tmp; 1160 last = tmp;
1396 } 1161 }
1162
1397 /* last == NULL of there are no objects on this space */ 1163 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1164 if (!last)
1165 {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1166 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1167 * 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 1168 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways. 1169 * be correct anyways.
1403 */ 1170 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE); 1171 SET_MAP_FLAGS (map, x, y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y); 1172 update_position (map, x, y);
1406 } 1173 }
1407 else 1174 else
1408 update_object(last, UP_OBJ_REMOVE); 1175 update_object (last, UP_OBJ_REMOVE);
1409 1176
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1177 if (QUERY_FLAG (this, FLAG_BLOCKSVIEW) || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1178 update_all_los (map, x, y);
1412 1179 }
1413} 1180}
1414 1181
1415/* 1182/*
1416 * merge_ob(op,top): 1183 * merge_ob(op,top):
1417 * 1184 *
1418 * This function goes through all objects below and including top, and 1185 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1186 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1187 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1188 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1189 */
1423 1190object *
1424object *merge_ob(object *op, object *top) { 1191merge_ob (object *op, object *top)
1192{
1425 if(!op->nrof) 1193 if (!op->nrof)
1426 return 0; 1194 return 0;
1195
1427 if(top==NULL) 1196 if (top == NULL)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1197 for (top = op; top != NULL && top->above != NULL; top = top->above);
1198
1429 for(;top!=NULL;top=top->below) { 1199 for (; top != NULL; top = top->below)
1200 {
1430 if(top==op) 1201 if (top == op)
1431 continue; 1202 continue;
1432 if (CAN_MERGE(op,top)) 1203
1433 { 1204 if (object::can_merge (op, top))
1205 {
1434 top->nrof+=op->nrof; 1206 top->nrof += op->nrof;
1207
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1208/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1209 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1210 op->destroy ();
1438 free_object(op);
1439 return top; 1211 return top;
1440 } 1212 }
1441 } 1213 }
1214
1442 return NULL; 1215 return 0;
1443} 1216}
1444 1217
1445/* 1218/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1219 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1220 * job preparing multi-part monsters
1448 */ 1221 */
1222object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1223insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1224{
1450 object* tmp; 1225 object *tmp;
1226
1451 if (op->head) 1227 if (op->head)
1452 op=op->head; 1228 op = op->head;
1229
1453 for (tmp=op;tmp;tmp=tmp->more){ 1230 for (tmp = op; tmp; tmp = tmp->more)
1231 {
1454 tmp->x=x+tmp->arch->clone.x; 1232 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1233 tmp->y = y + tmp->arch->clone.y;
1456 } 1234 }
1235
1457 return insert_ob_in_map (op, m, originator, flag); 1236 return insert_ob_in_map (op, m, originator, flag);
1458} 1237}
1459 1238
1460/* 1239/*
1461 * insert_ob_in_map (op, map, originator, flag): 1240 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1241 * This function inserts the object in the two-way linked list
1476 * new object if 'op' was merged with other object 1255 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1256 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1257 * just 'op' otherwise
1479 */ 1258 */
1480 1259
1260object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1261insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1262{
1483 object *tmp, *top, *floor=NULL; 1263 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1264 sint16 x, y;
1485 1265
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1266 if (QUERY_FLAG (op, FLAG_FREED))
1267 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1268 LOG (llevError, "Trying to insert freed object!\n");
1269 return NULL;
1270 }
1271
1272 if (m == NULL)
1273 {
1274 char *dump = dump_object (op);
1275 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1276 free (dump);
1277 return op;
1278 }
1279
1280 if (out_of_map (m, op->x, op->y))
1281 {
1282 char *dump = dump_object (op);
1283 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1284#ifdef MANY_CORES
1285 /* Better to catch this here, as otherwise the next use of this object
1286 * is likely to cause a crash. Better to find out where it is getting
1287 * improperly inserted.
1288 */
1289 abort ();
1290#endif
1291 free (dump);
1292 return op;
1293 }
1294
1295 if (!QUERY_FLAG (op, FLAG_REMOVED))
1296 {
1297 char *dump = dump_object (op);
1298 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1299 free (dump);
1300 return op;
1301 }
1302
1303 if (op->more != NULL)
1304 {
1305 /* The part may be on a different map. */
1306
1307 object *more = op->more;
1308
1309 /* We really need the caller to normalize coordinates - if
1310 * we set the map, that doesn't work if the location is within
1311 * a map and this is straddling an edge. So only if coordinate
1312 * is clear wrong do we normalize it.
1313 */
1314 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1315 more->map = get_map_from_coord (m, &more->x, &more->y);
1316 else if (!more->map)
1317 {
1318 /* For backwards compatibility - when not dealing with tiled maps,
1319 * more->map should always point to the parent.
1320 */
1321 more->map = m;
1322 }
1323
1324 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1325 {
1326 if (!op->head)
1327 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1328
1329 return NULL;
1330 }
1331 }
1332
1333 CLEAR_FLAG (op, FLAG_REMOVED);
1334
1335 /* Ideally, the caller figures this out. However, it complicates a lot
1336 * of areas of callers (eg, anything that uses find_free_spot would now
1337 * need extra work
1338 */
1339 op->map = get_map_from_coord (m, &op->x, &op->y);
1340 x = op->x;
1341 y = op->y;
1342
1343 /* this has to be done after we translate the coordinates.
1344 */
1345 if (op->nrof && !(flag & INS_NO_MERGE))
1346 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1347 if (object::can_merge (op, tmp))
1348 {
1349 op->nrof += tmp->nrof;
1350 tmp->destroy ();
1351 }
1352
1353 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1354 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1355
1356 if (!QUERY_FLAG (op, FLAG_ALIVE))
1357 CLEAR_FLAG (op, FLAG_NO_STEAL);
1358
1359 if (flag & INS_BELOW_ORIGINATOR)
1360 {
1361 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1362 {
1363 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1364 abort ();
1365 }
1366
1367 op->above = originator;
1368 op->below = originator->below;
1369
1370 if (op->below)
1371 op->below->above = op;
1372 else
1373 SET_MAP_OB (op->map, op->x, op->y, op);
1374
1375 /* since *below* originator, no need to update top */
1376 originator->below = op;
1377 }
1378 else
1379 {
1380 /* If there are other objects, then */
1381 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1382 {
1383 object *last = NULL;
1384
1385 /*
1386 * If there are multiple objects on this space, we do some trickier handling.
1387 * We've already dealt with merging if appropriate.
1388 * Generally, we want to put the new object on top. But if
1389 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1390 * floor, we want to insert above that and no further.
1391 * Also, if there are spell objects on this space, we stop processing
1392 * once we get to them. This reduces the need to traverse over all of
1393 * them when adding another one - this saves quite a bit of cpu time
1394 * when lots of spells are cast in one area. Currently, it is presumed
1395 * that flying non pickable objects are spell objects.
1396 */
1397
1398 while (top != NULL)
1399 {
1400 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1401 floor = top;
1402
1403 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1404 {
1405 /* We insert above top, so we want this object below this */
1406 top = top->below;
1407 break;
1408 }
1409
1410 last = top;
1411 top = top->above;
1412 }
1413
1414 /* Don't want top to be NULL, so set it to the last valid object */
1415 top = last;
1416
1417 /* We let update_position deal with figuring out what the space
1418 * looks like instead of lots of conditions here.
1419 * makes things faster, and effectively the same result.
1420 */
1421
1422 /* Have object 'fall below' other objects that block view.
1423 * Unless those objects are exits, type 66
1424 * If INS_ON_TOP is used, don't do this processing
1425 * Need to find the object that in fact blocks view, otherwise
1426 * stacking is a bit odd.
1427 */
1428 if (!(flag & INS_ON_TOP) &&
1429 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1430 {
1431 for (last = top; last != floor; last = last->below)
1432 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1433 break;
1434 /* Check to see if we found the object that blocks view,
1435 * and make sure we have a below pointer for it so that
1436 * we can get inserted below this one, which requires we
1437 * set top to the object below us.
1438 */
1439 if (last && last->below && last != floor)
1440 top = last->below;
1441 }
1442 } /* If objects on this space */
1443
1444 if (flag & INS_MAP_LOAD)
1445 top = GET_MAP_TOP (op->map, op->x, op->y);
1446
1447 if (flag & INS_ABOVE_FLOOR_ONLY)
1448 top = floor;
1449
1450 /* Top is the object that our object (op) is going to get inserted above.
1451 */
1452
1453 /* First object on this space */
1454 if (!top)
1455 {
1456 op->above = GET_MAP_OB (op->map, op->x, op->y);
1457
1458 if (op->above)
1459 op->above->below = op;
1460
1461 op->below = NULL;
1462 SET_MAP_OB (op->map, op->x, op->y, op);
1463 }
1464 else
1465 { /* get inserted into the stack above top */
1466 op->above = top->above;
1467
1468 if (op->above)
1469 op->above->below = op;
1470
1471 op->below = top;
1472 top->above = op;
1473 }
1474
1475 if (op->above == NULL)
1476 SET_MAP_TOP (op->map, op->x, op->y, op);
1477 } /* else not INS_BELOW_ORIGINATOR */
1478
1479 if (op->type == PLAYER)
1480 op->contr->do_los = 1;
1481
1482 /* If we have a floor, we know the player, if any, will be above
1483 * it, so save a few ticks and start from there.
1484 */
1485 if (!(flag & INS_MAP_LOAD))
1486 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1487 if (tmp->type == PLAYER)
1488 tmp->contr->socket->floorbox_update ();
1489
1490 /* If this object glows, it may affect lighting conditions that are
1491 * visible to others on this map. But update_all_los is really
1492 * an inefficient way to do this, as it means los for all players
1493 * on the map will get recalculated. The players could very well
1494 * be far away from this change and not affected in any way -
1495 * this should get redone to only look for players within range,
1496 * or just updating the P_NEED_UPDATE for spaces within this area
1497 * of effect may be sufficient.
1498 */
1499 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1500 update_all_los (op->map, op->x, op->y);
1501
1502 /* updates flags (blocked, alive, no magic, etc) for this map space */
1503 update_object (op, UP_OBJ_INSERT);
1504
1505 /* Don't know if moving this to the end will break anything. However,
1506 * we want to have floorbox_update called before calling this.
1507 *
1508 * check_move_on() must be after this because code called from
1509 * check_move_on() depends on correct map flags (so functions like
1510 * blocked() and wall() work properly), and these flags are updated by
1511 * update_object().
1512 */
1513
1514 /* if this is not the head or flag has been passed, don't check walk on status */
1515 if (!(flag & INS_NO_WALK_ON) && !op->head)
1516 {
1517 if (check_move_on (op, originator))
1488 return NULL; 1518 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 1519
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 1520 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1521 * walk on's.
1709 */ 1522 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1523 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1524 if (check_move_on (tmp, originator))
1712 return NULL; 1525 return NULL;
1713 } 1526 }
1527
1714 return op; 1528 return op;
1715} 1529}
1716 1530
1717/* this function inserts an object in the map, but if it 1531/* 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. 1532 * 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. 1533 * op is the object to insert it under: supplies x and the map.
1720 */ 1534 */
1535void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1536replace_insert_ob_in_map (const char *arch_string, object *op)
1537{
1722 object *tmp; 1538 object *
1723 object *tmp1; 1539 tmp;
1540 object *
1541 tmp1;
1724 1542
1725 /* first search for itself and remove any old instances */ 1543 /* first search for itself and remove any old instances */
1726 1544
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1545 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1546 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1547 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1548
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1549 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1550
1736 1551 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1552 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1553 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1554}
1740 1555
1741/* 1556/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1557 * 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 1558 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1559 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1560 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1561 * global static errmsg array.
1747 */ 1562 */
1748 1563
1564object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1565get_split_ob (object *orig_ob, uint32 nr)
1566{
1750 object *newob; 1567 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1568 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1569
1753 if(orig_ob->nrof<nr) { 1570 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.", 1571 {
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1572 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1756 return NULL; 1573 return NULL;
1757 } 1574 }
1575
1758 newob = object_create_clone(orig_ob); 1576 newob = object_create_clone (orig_ob);
1577
1759 if((orig_ob->nrof-=nr)<1) { 1578 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1579 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1580 else if (!is_removed)
1581 {
1765 if(orig_ob->env!=NULL) 1582 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1583 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1584 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1585 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1586 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"); 1587 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1588 return NULL;
1772 } 1589 }
1773 } 1590 }
1591
1774 newob->nrof=nr; 1592 newob->nrof = nr;
1775 1593
1776 return newob; 1594 return newob;
1777} 1595}
1778 1596
1779/* 1597/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1783 * 1601 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1603 */
1786 1604
1605object *
1787object *decrease_ob_nr (object *op, uint32 i) 1606decrease_ob_nr (object *op, uint32 i)
1788{ 1607{
1789 object *tmp; 1608 object *tmp;
1790 player *pl; 1609 player *pl;
1791 1610
1792 if (i == 0) /* objects with op->nrof require this check */ 1611 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1612 return op;
1794 1613
1795 if (i > op->nrof) 1614 if (i > op->nrof)
1796 i = op->nrof; 1615 i = op->nrof;
1797 1616
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1617 if (QUERY_FLAG (op, FLAG_REMOVED))
1618 op->nrof -= i;
1619 else if (op->env)
1620 {
1621 /* is this object in the players inventory, or sub container
1622 * therein?
1623 */
1624 tmp = is_player_inv (op->env);
1625 /* nope. Is this a container the player has opened?
1626 * If so, set tmp to that player.
1627 * IMO, searching through all the players will mostly
1628 * likely be quicker than following op->env to the map,
1629 * and then searching the map for a player.
1630 */
1631 if (!tmp)
1632 {
1633 for (pl = first_player; pl; pl = pl->next)
1634 if (pl->ob->container == op->env)
1635 {
1636 tmp = pl->ob;
1637 break;
1638 }
1639 }
1640
1641 if (i < op->nrof)
1642 {
1643 sub_weight (op->env, op->weight * i);
1644 op->nrof -= i;
1645 if (tmp)
1646 esrv_send_item (tmp, op);
1647 }
1648 else
1649 {
1650 op->remove ();
1651 op->nrof = 0;
1652 if (tmp)
1653 esrv_del_item (tmp->contr, op->count);
1654 }
1799 { 1655 }
1656 else
1657 {
1658 object *above = op->above;
1659
1660 if (i < op->nrof)
1800 op->nrof -= i; 1661 op->nrof -= i;
1801 } 1662 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 } 1663 {
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); 1664 op->remove ();
1829 op->nrof = 0; 1665 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 } 1666 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1667
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 */ 1668 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1669 for (tmp = above; tmp; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1670 if (tmp->type == PLAYER)
1671 {
1848 if (op->nrof) 1672 if (op->nrof)
1849 esrv_send_item(tmp, op); 1673 esrv_send_item (tmp, op);
1850 else 1674 else
1851 esrv_del_item(tmp->contr, op->count); 1675 esrv_del_item (tmp->contr, op->count);
1852 } 1676 }
1853 } 1677 }
1854 1678
1855 if (op->nrof) { 1679 if (op->nrof)
1856 return op; 1680 return op;
1857 } else { 1681 else
1858 free_object (op); 1682 {
1683 op->destroy ();
1859 return NULL; 1684 return 0;
1860 } 1685 }
1861} 1686}
1862 1687
1863/* 1688/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1689 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1690 * and also updates how much the environment(s) is/are carrying.
1866 */ 1691 */
1867 1692
1693void
1868void add_weight (object *op, signed long weight) { 1694add_weight (object *op, signed long weight)
1695{
1869 while (op!=NULL) { 1696 while (op != NULL)
1697 {
1870 if (op->type == CONTAINER) { 1698 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1699 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1700
1873 op->carrying+=weight; 1701 op->carrying += weight;
1874 op=op->env; 1702 op = op->env;
1875 } 1703 }
1876} 1704}
1877 1705
1706object *
1707insert_ob_in_ob (object *op, object *where)
1708{
1709 if (!where)
1710 {
1711 char *dump = dump_object (op);
1712 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1713 free (dump);
1714 return op;
1715 }
1716
1717 if (where->head)
1718 {
1719 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1720 where = where->head;
1721 }
1722
1723 return where->insert (op);
1724}
1725
1878/* 1726/*
1879 * insert_ob_in_ob(op,environment): 1727 * env->insert (op)
1880 * This function inserts the object op in the linked list 1728 * This function inserts the object op in the linked list
1881 * inside the object environment. 1729 * inside the object environment.
1882 * 1730 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1731 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1732 * be != op, if items are merged. -Tero
1890 */ 1733 */
1891 1734
1892object *insert_ob_in_ob(object *op,object *where) { 1735object *
1736object::insert (object *op)
1737{
1893 object *tmp, *otmp; 1738 object *tmp, *otmp;
1894 1739
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1740 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1741 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1742
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1743 if (op->more)
1744 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1745 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1746 return op;
1914 } 1747 }
1748
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1749 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1750 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1751 if (op->nrof)
1752 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1753 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1754 if (object::can_merge (tmp, op))
1755 {
1920 /* return the original object and remove inserted object 1756 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1757 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1758 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1759 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1760 * tmp->nrof, we need to increase the weight.
1925 */ 1761 */
1926 add_weight (where, op->weight*op->nrof); 1762 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1763 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1764 op->destroy (); /* free the inserted object */
1929 op = tmp; 1765 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1766 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1767 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1768 break;
1933 } 1769 }
1934 1770
1935 /* I assume combined objects have no inventory 1771 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1772 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1773 * (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 1774 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1775 * the linking below
1940 */ 1776 */
1941 add_weight (where, op->weight*op->nrof); 1777 add_weight (this, op->weight * op->nrof);
1778 }
1942 } else 1779 else
1943 add_weight (where, (op->weight+op->carrying)); 1780 add_weight (this, (op->weight + op->carrying));
1944 1781
1945 otmp=is_player_inv(where); 1782 otmp = is_player_inv (this);
1946 if (otmp&&otmp->contr!=NULL) { 1783 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1784 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1785 fix_player (otmp);
1949 }
1950 1786
1951 op->map=NULL; 1787 op->map = NULL;
1952 op->env=where; 1788 op->env = this;
1953 op->above=NULL; 1789 op->above = NULL;
1954 op->below=NULL; 1790 op->below = NULL;
1955 op->x=0,op->y=0; 1791 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1792
1958 /* reset the light list and los of the players on the map */ 1793 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1794 if ((op->glow_radius != 0) && map)
1960 { 1795 {
1961#ifdef DEBUG_LIGHTS 1796#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1797 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1798#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1799 if (MAP_DARKNESS (map))
1800 update_all_los (map, x, y);
1966 } 1801 }
1967 1802
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1803 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1804 * It sure simplifies this function...
1970 */ 1805 */
1971 if (where->inv==NULL) 1806 if (!inv)
1972 where->inv=op; 1807 inv = op;
1973 else { 1808 else
1809 {
1974 op->below = where->inv; 1810 op->below = inv;
1975 op->below->above = op; 1811 op->below->above = op;
1976 where->inv = op; 1812 inv = op;
1977 } 1813 }
1814
1978 return op; 1815 return op;
1979} 1816}
1980 1817
1981/* 1818/*
1982 * Checks if any objects has a move_type that matches objects 1819 * 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 1834 * 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 1835 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1836 * on top.
2000 */ 1837 */
2001 1838
1839int
2002int check_move_on (object *op, object *originator) 1840check_move_on (object *op, object *originator)
2003{ 1841{
2004 object *tmp; 1842 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1843 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1844 int x = op->x, y = op->y;
1845
2008 MoveType move_on, move_slow, move_block; 1846 MoveType move_on, move_slow, move_block;
2009 1847
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1848 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0; 1849 return 0;
2012 1850
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1851 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); 1852 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); 1853 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2018 1854
2019 /* if nothing on this space will slow op down or be applied, 1855 /* 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 1856 * 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 1857 * is set, as lots of objects don't have it set - we treat that
2022 * as walking. 1858 * as walking.
2023 */ 1859 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1860 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0; 1861 return 0;
2026 1862
2027 /* This is basically inverse logic of that below - basically, 1863 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so, 1864 * 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 1865 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct. 1866 * blocked. Logic on this seems confusing, but does seem correct.
2031 */ 1867 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 && 1868 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; 1869 return 0;
2034 1870
2035 /* The objects have to be checked from top to bottom. 1871 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top: 1872 * Hence, we first go to the top:
2037 */ 1873 */
2038 1874
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1875 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) { 1876 {
2041 /* Trim the search when we find the first other spell effect 1877 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects, 1878 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them. 1879 * we don't need to check all of them.
2044 */ 1880 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1881 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1882 break;
1883 }
1884
1885 for (; tmp; tmp = tmp->below)
2046 } 1886 {
2047 for(;tmp!=NULL; tmp=tmp->below) { 1887 if (tmp == op)
2048 if (tmp == op) continue; /* Can't apply yourself */ 1888 continue; /* Can't apply yourself */
2049 1889
2050 /* Check to see if one of the movement types should be slowed down. 1890 /* 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 1891 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the 1892 * (~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 1893 * 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. 1894 * swim on that space, can't use it to avoid the penalty.
2055 */ 1895 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1896 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1897 {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1898 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)) { 1899 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1900 {
2060 1901
2061 float diff; 1902 float
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed); 1903 diff = tmp->move_slow_penalty * FABS (op->speed);
1904
2064 if (op->type == PLAYER) { 1905 if (op->type == PLAYER)
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1906 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))) { 1907 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2067 diff /= 4.0; 1908 diff /= 4.0;
2068 } 1909
2069 }
2070 op->speed_left -= diff; 1910 op->speed_left -= diff;
2071 } 1911 }
2072 } 1912 }
2073 1913
2074 /* Basically same logic as above, except now for actual apply. */ 1914 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1915 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)) { 1916 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2078 1917 {
2079 move_apply(tmp, op, originator); 1918 move_apply (tmp, op, originator);
1919
2080 if (was_destroyed (op, tag)) 1920 if (op->destroyed ())
2081 return 1; 1921 return 1;
2082 1922
2083 /* what the person/creature stepped onto has moved the object 1923 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did, 1924 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result. 1925 * have a feeling strange problems would result.
2086 */ 1926 */
2087 if (op->map != m || op->x != x || op->y != y) return 0; 1927 if (op->map != m || op->x != x || op->y != y)
1928 return 0;
2088 } 1929 }
2089 } 1930 }
1931
2090 return 0; 1932 return 0;
2091} 1933}
2092 1934
2093/* 1935/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1936 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1937 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1938 * The first matching object is returned, or NULL if none.
2097 */ 1939 */
2098 1940
1941object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1942present_arch (const archetype *at, maptile *m, int x, int y)
1943{
2100 object *tmp; 1944 object *
1945 tmp;
1946
2101 if(m==NULL || out_of_map(m,x,y)) { 1947 if (m == NULL || out_of_map (m, x, y))
1948 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1949 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1950 return NULL;
2104 } 1951 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1952 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1953 if (tmp->arch == at)
2107 return tmp; 1954 return tmp;
2108 return NULL; 1955 return NULL;
2109} 1956}
2110 1957
2111/* 1958/*
2112 * present(type, map, x, y) searches for any objects with 1959 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1960 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1961 * The first matching object is returned, or NULL if none.
2115 */ 1962 */
2116 1963
1964object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1965present (unsigned char type, maptile *m, int x, int y)
1966{
2118 object *tmp; 1967 object *
1968 tmp;
1969
2119 if(out_of_map(m,x,y)) { 1970 if (out_of_map (m, x, y))
1971 {
2120 LOG(llevError,"Present called outside map.\n"); 1972 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1973 return NULL;
2122 } 1974 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1975 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 1976 if (tmp->type == type)
2125 return tmp; 1977 return tmp;
2126 return NULL; 1978 return NULL;
2127} 1979}
2128 1980
2129/* 1981/*
2130 * present_in_ob(type, object) searches for any objects with 1982 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1983 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1984 * The first matching object is returned, or NULL if none.
2133 */ 1985 */
2134 1986
1987object *
2135object *present_in_ob(unsigned char type, const object *op) { 1988present_in_ob (unsigned char type, const object *op)
1989{
2136 object *tmp; 1990 object *
1991 tmp;
1992
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1993 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1994 if (tmp->type == type)
2139 return tmp; 1995 return tmp;
2140 return NULL; 1996 return NULL;
2141} 1997}
2142 1998
2143/* 1999/*
2153 * the object name, not the archetype name. this is so that the 2009 * 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 2010 * spell code can use one object type (force), but change it's name
2155 * to be unique. 2011 * to be unique.
2156 */ 2012 */
2157 2013
2014object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 2015present_in_ob_by_name (int type, const char *str, const object *op)
2016{
2159 object *tmp; 2017 object *
2018 tmp;
2160 2019
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2020 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2021 {
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 2022 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 2023 return tmp;
2164 } 2024 }
2165 return NULL; 2025 return NULL;
2166} 2026}
2167 2027
2168/* 2028/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 2029 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 2030 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 2031 * The first matching object is returned, or NULL if none.
2172 */ 2032 */
2173 2033
2034object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 2035present_arch_in_ob (const archetype *at, const object *op)
2036{
2175 object *tmp; 2037 object *
2038 tmp;
2039
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2040 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 2041 if (tmp->arch == at)
2178 return tmp; 2042 return tmp;
2179 return NULL; 2043 return NULL;
2180} 2044}
2181 2045
2182/* 2046/*
2183 * activate recursively a flag on an object inventory 2047 * activate recursively a flag on an object inventory
2184 */ 2048 */
2049void
2185void flag_inv(object*op, int flag){ 2050flag_inv (object *op, int flag)
2051{
2186 object *tmp; 2052 object *
2053 tmp;
2054
2187 if(op->inv) 2055 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2056 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2057 {
2189 SET_FLAG(tmp, flag); 2058 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 2059 flag_inv (tmp, flag);
2191 } 2060 }
2192}/* 2061} /*
2193 * desactivate recursively a flag on an object inventory 2062 * desactivate recursively a flag on an object inventory
2194 */ 2063 */
2064void
2195void unflag_inv(object*op, int flag){ 2065unflag_inv (object *op, int flag)
2066{
2196 object *tmp; 2067 object *
2068 tmp;
2069
2197 if(op->inv) 2070 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2071 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2072 {
2199 CLEAR_FLAG(tmp, flag); 2073 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 2074 unflag_inv (tmp, flag);
2201 } 2075 }
2202} 2076}
2203 2077
2204/* 2078/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 2079 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 2080 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 2081 * 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. 2082 * him/her-self and all object carried by a call to this function.
2209 */ 2083 */
2210 2084
2085void
2211void set_cheat(object *op) { 2086set_cheat (object *op)
2087{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 2088 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 2089 flag_inv (op, FLAG_WAS_WIZ);
2214} 2090}
2215 2091
2216/* 2092/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 2093 * 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 2094 * 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 2109 * 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 2110 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2111 * customized, changed states, etc.
2236 */ 2112 */
2237 2113
2114int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2115find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2116{
2117 int
2118 i,
2239 int i,index=0, flag; 2119 index = 0, flag;
2120 static int
2240 static int altern[SIZEOFFREE]; 2121 altern[SIZEOFFREE];
2241 2122
2242 for(i=start;i<stop;i++) { 2123 for (i = start; i < stop; i++)
2124 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2125 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2126 if (!flag)
2245 altern[index++]=i; 2127 altern[index++] = i;
2246 2128
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2129 /* 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. 2130 * 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 - 2131 * 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 2132 * 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 2133 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2134 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2135 * won't look 2 spaces south of the target space.
2254 */ 2136 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2137 else if ((flag & AB_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2138 stop = maxfree[i];
2257 } 2139 }
2258 if(!index) return -1; 2140 if (!index)
2141 return -1;
2259 return altern[RANDOM()%index]; 2142 return altern[RANDOM () % index];
2260} 2143}
2261 2144
2262/* 2145/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2146 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2147 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2148 * 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. 2149 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2150 */
2268 2151
2152int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2153find_first_free_spot (const object *ob, maptile *m, int x, int y)
2154{
2155 int
2270 int i; 2156 i;
2157
2271 for(i=0;i<SIZEOFFREE;i++) { 2158 for (i = 0; i < SIZEOFFREE; i++)
2159 {
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2160 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2161 return i;
2274 } 2162 }
2275 return -1; 2163 return -1;
2276} 2164}
2277 2165
2278/* 2166/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2167 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2168 * arr[begin..end-1].
2281 */ 2169 */
2170static void
2282static void permute(int *arr, int begin, int end) 2171permute (int *arr, int begin, int end)
2283{ 2172{
2284 int i, j, tmp, len; 2173 int
2174 i,
2175 j,
2176 tmp,
2177 len;
2285 2178
2286 len = end-begin; 2179 len = end - begin;
2287 for(i = begin; i < end; i++) 2180 for (i = begin; i < end; i++)
2288 { 2181 {
2289 j = begin+RANDOM()%len; 2182 j = begin + RANDOM () % len;
2290 2183
2291 tmp = arr[i]; 2184 tmp = arr[i];
2292 arr[i] = arr[j]; 2185 arr[i] = arr[j];
2293 arr[j] = tmp; 2186 arr[j] = tmp;
2294 } 2187 }
2295} 2188}
2296 2189
2297/* new function to make monster searching more efficient, and effective! 2190/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2191 * 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 2192 * 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 2193 * 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 2194 * 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. 2195 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2196 */
2197void
2304void get_search_arr(int *search_arr) 2198get_search_arr (int *search_arr)
2305{ 2199{
2200 int
2306 int i; 2201 i;
2307 2202
2308 for(i = 0; i < SIZEOFFREE; i++) 2203 for (i = 0; i < SIZEOFFREE; i++)
2309 { 2204 {
2310 search_arr[i] = i; 2205 search_arr[i] = i;
2311 } 2206 }
2312 2207
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2208 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2209 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2210 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2211}
2317 2212
2318/* 2213/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2214 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2215 * given map at the given coordinates for live objects.
2326 * is actually want is going to try and move there. We need this info 2221 * 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 2222 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2223 * there is capable of.
2329 */ 2224 */
2330 2225
2226int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2227find_dir (maptile *m, int x, int y, object *exclude)
2228{
2229 int
2230 i,
2332 int i,max=SIZEOFFREE, mflags; 2231 max = SIZEOFFREE, mflags;
2232
2333 sint16 nx, ny; 2233 sint16 nx, ny;
2334 object *tmp; 2234 object *
2335 mapstruct *mp; 2235 tmp;
2236 maptile *
2237 mp;
2238
2336 MoveType blocked, move_type; 2239 MoveType blocked, move_type;
2337 2240
2338 if (exclude && exclude->head) { 2241 if (exclude && exclude->head)
2242 {
2339 exclude = exclude->head; 2243 exclude = exclude->head;
2340 move_type = exclude->move_type; 2244 move_type = exclude->move_type;
2341 } else { 2245 }
2246 else
2247 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2248 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2249 move_type = MOVE_ALL;
2250 }
2251
2252 for (i = 1; i < max; i++)
2344 } 2253 {
2345
2346 for(i=1;i<max;i++) {
2347 mp = m; 2254 mp = m;
2348 nx = x + freearr_x[i]; 2255 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2256 ny = y + freearr_y[i];
2350 2257
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2258 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) { 2259 if (mflags & P_OUT_OF_MAP)
2260 {
2353 max = maxfree[i]; 2261 max = maxfree[i];
2262 }
2354 } else { 2263 else
2264 {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2265 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny);
2356 2266
2357 if ((move_type & blocked) == move_type) { 2267 if ((move_type & blocked) == move_type)
2268 {
2358 max=maxfree[i]; 2269 max = maxfree[i];
2270 }
2359 } else if (mflags & P_IS_ALIVE) { 2271 else if (mflags & P_IS_ALIVE)
2272 {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2273 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2274 {
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2275 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2276 {
2363 break; 2277 break;
2364 } 2278 }
2365 } 2279 }
2366 if(tmp) { 2280 if (tmp)
2281 {
2367 return freedir[i]; 2282 return freedir[i];
2368 } 2283 }
2369 } 2284 }
2370 } 2285 }
2371 } 2286 }
2372 return 0; 2287 return 0;
2373} 2288}
2374 2289
2375/* 2290/*
2376 * distance(object 1, object 2) will return the square of the 2291 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2292 * distance between the two given objects.
2378 */ 2293 */
2379 2294
2295int
2380int distance(const object *ob1, const object *ob2) { 2296distance (const object *ob1, const object *ob2)
2297{
2381 int i; 2298 int
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2299 i;
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y); 2300
2301 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 return i; 2302 return i;
2385} 2303}
2386 2304
2387/* 2305/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2306 * 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 2307 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2308 * object, needs to travel toward it.
2391 */ 2309 */
2392 2310
2311int
2393int find_dir_2(int x, int y) { 2312find_dir_2 (int x, int y)
2313{
2394 int q; 2314 int
2315 q;
2395 2316
2396 if(y) 2317 if (y)
2397 q=x*100/y; 2318 q = x * 100 / y;
2398 else if (x) 2319 else if (x)
2399 q= -300*x; 2320 q = -300 * x;
2400 else 2321 else
2401 return 0; 2322 return 0;
2402 2323
2403 if(y>0) { 2324 if (y > 0)
2325 {
2404 if(q < -242) 2326 if (q < -242)
2405 return 3 ; 2327 return 3;
2406 if (q < -41) 2328 if (q < -41)
2407 return 2 ; 2329 return 2;
2408 if (q < 41) 2330 if (q < 41)
2409 return 1 ; 2331 return 1;
2410 if (q < 242) 2332 if (q < 242)
2411 return 8 ; 2333 return 8;
2412 return 7 ; 2334 return 7;
2413 } 2335 }
2414 2336
2415 if (q < -242) 2337 if (q < -242)
2416 return 7 ; 2338 return 7;
2417 if (q < -41) 2339 if (q < -41)
2418 return 6 ; 2340 return 6;
2419 if (q < 41) 2341 if (q < 41)
2420 return 5 ; 2342 return 5;
2421 if (q < 242) 2343 if (q < 242)
2422 return 4 ; 2344 return 4;
2423 2345
2424 return 3 ; 2346 return 3;
2425} 2347}
2426 2348
2427/* 2349/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2350 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2351 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2352 * "overflow" in previous calculations of a direction).
2431 */ 2353 */
2432 2354
2355int
2433int absdir(int d) { 2356absdir (int d)
2434 while(d<1) d+=8; 2357{
2435 while(d>8) d-=8; 2358 while (d < 1)
2359 d += 8;
2360 while (d > 8)
2361 d -= 8;
2436 return d; 2362 return d;
2437} 2363}
2438 2364
2439/* 2365/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2366 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2367 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2368 */
2443 2369
2370int
2444int dirdiff(int dir1, int dir2) { 2371dirdiff (int dir1, int dir2)
2372{
2445 int d; 2373 int
2374 d;
2375
2446 d = abs(dir1 - dir2); 2376 d = abs (dir1 - dir2);
2447 if(d>4) 2377 if (d > 4)
2448 d = 8 - d; 2378 d = 8 - d;
2449 return d; 2379 return d;
2450} 2380}
2451 2381
2452/* peterm: 2382/* peterm:
2457 * direction 4, 14, or 16 to get back to where we are. 2387 * 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 2388 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2389 * functions.
2460 */ 2390 */
2461 2391
2392int
2462int reduction_dir[SIZEOFFREE][3] = { 2393 reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2394 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2395 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2396 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2397 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2398 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2399 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2400 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2401 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2402 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2403 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2404 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2405 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2406 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2407 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2408 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2409 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2410 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2411 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2412 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2413 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2414 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2415 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2416 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2417 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2418 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2419 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2420 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2421 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2422 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2423 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2424 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2425 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2426 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2427 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2428 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2429 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2430 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2431 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2432 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2433 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2434 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2435 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2436 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2437 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2438 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2439 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2440 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2441 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2442 {24, 9, -1}
2443}; /* 48 */
2512 2444
2513/* Recursive routine to step back and see if we can 2445/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2446 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2447 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2448 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2449 * Modified to be map tile aware -.MSW
2518 */ 2450 */
2519
2520 2451
2452
2453int
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2454can_see_monsterP (maptile *m, int x, int y, int dir)
2455{
2522 sint16 dx, dy; 2456 sint16 dx, dy;
2457 int
2523 int mflags; 2458 mflags;
2524 2459
2460 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2461 return 0; /* exit condition: invalid direction */
2526 2462
2527 dx = x + freearr_x[dir]; 2463 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2464 dy = y + freearr_y[dir];
2529 2465
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2466 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2467
2532 /* This functional arguably was incorrect before - it was 2468 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2469 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2470 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2471 * 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 2472 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2473 * at least its move type.
2538 */ 2474 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2475 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2476 return 0;
2540 2477
2541 /* yes, can see. */ 2478 /* yes, can see. */
2542 if(dir < 9) return 1; 2479 if (dir < 9)
2480 return 1;
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2481 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) |
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2482 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} 2483}
2547 2484
2548 2485
2549 2486
2550/* 2487/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2488 * 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 2489 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2490 * picked up, otherwise 0.
2554 * 2491 *
2556 * core dumps if they do. 2493 * core dumps if they do.
2557 * 2494 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2495 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2496 */
2560 2497
2498int
2561int can_pick(const object *who, const object *item) { 2499can_pick (const object *who, const object *item)
2500{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2501 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2502 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2503 !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} 2504}
2567 2505
2568 2506
2569/* 2507/*
2570 * create clone from object to another 2508 * create clone from object to another
2571 */ 2509 */
2510object *
2572object *object_create_clone (object *asrc) { 2511object_create_clone (object *asrc)
2512{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2513 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2514
2575 if(!asrc) return NULL; 2515 if (!asrc)
2516 return 0;
2517
2576 src = asrc; 2518 src = asrc;
2577 if(src->head) 2519 if (src->head)
2578 src = src->head; 2520 src = src->head;
2579 2521
2580 prev = NULL; 2522 prev = 0;
2581 for(part = src; part; part = part->more) { 2523 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2524 {
2583 copy_object(part,tmp); 2525 tmp = part->clone ();
2584 tmp->x -= src->x; 2526 tmp->x -= src->x;
2585 tmp->y -= src->y; 2527 tmp->y -= src->y;
2528
2586 if(!part->head) { 2529 if (!part->head)
2530 {
2587 dst = tmp; 2531 dst = tmp;
2588 tmp->head = NULL; 2532 tmp->head = 0;
2533 }
2589 } else { 2534 else
2535 {
2590 tmp->head = dst; 2536 tmp->head = dst;
2591 } 2537 }
2538
2592 tmp->more = NULL; 2539 tmp->more = 0;
2540
2593 if(prev) 2541 if (prev)
2594 prev->more = tmp; 2542 prev->more = tmp;
2543
2595 prev = tmp; 2544 prev = tmp;
2596 } 2545 }
2597 /*** copy inventory ***/ 2546
2598 for(item = src->inv; item; item = item->below) { 2547 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2548 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2549
2602 return dst; 2550 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611} 2551}
2612 2552
2613/* GROS - Creates an object using a string representing its content. */ 2553/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */ 2554/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */ 2555/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */ 2556/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */ 2557/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2558/* Also remember that multiparts objects are not supported for now. */
2619 2559
2560object *
2620object* load_object_str(const char *obstr) 2561load_object_str (const char *obstr)
2621{ 2562{
2622 object *op; 2563 object *op;
2623 char filename[MAX_BUF]; 2564 char filename[MAX_BUF];
2565
2624 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2566 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2625 2567
2626 FILE *tempfile=fopen(filename,"w"); 2568 FILE *tempfile = fopen (filename, "w");
2569
2627 if (tempfile == NULL) 2570 if (tempfile == NULL)
2628 { 2571 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2572 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2573 return NULL;
2631 }; 2574 }
2575
2632 fprintf(tempfile,obstr); 2576 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2577 fclose (tempfile);
2634 2578
2635 op=get_object(); 2579 op = object::create ();
2636 2580
2637 object_thawer thawer (filename); 2581 object_thawer thawer (filename);
2582
2638 if (thawer) 2583 if (thawer)
2639 load_object(thawer,op,LO_NEWFILE,0); 2584 load_object (thawer, op, 0);
2585
2640 LOG(llevDebug," load str completed, object=%s\n",op->name); 2586 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2641 CLEAR_FLAG(op,FLAG_REMOVED); 2587 CLEAR_FLAG (op, FLAG_REMOVED);
2642 2588
2643 return op; 2589 return op;
2644} 2590}
2645 2591
2646/* This returns the first object in who's inventory that 2592/* This returns the first object in who's inventory that
2647 * has the same type and subtype match. 2593 * has the same type and subtype match.
2648 * returns NULL if no match. 2594 * returns NULL if no match.
2649 */ 2595 */
2596object *
2650object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2597find_obj_by_type_subtype (const object *who, int type, int subtype)
2651{ 2598{
2652 object *tmp; 2599 object *tmp;
2653 2600
2654 for (tmp=who->inv; tmp; tmp=tmp->below) 2601 for (tmp = who->inv; tmp; tmp = tmp->below)
2655 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2602 if (tmp->type == type && tmp->subtype == subtype)
2603 return tmp;
2656 2604
2657 return NULL; 2605 return NULL;
2658} 2606}
2659 2607
2660/* If ob has a field named key, return the link from the list, 2608/* If ob has a field named key, return the link from the list,
2661 * otherwise return NULL. 2609 * otherwise return NULL.
2662 * 2610 *
2663 * key must be a passed in shared string - otherwise, this won't 2611 * key must be a passed in shared string - otherwise, this won't
2664 * do the desired thing. 2612 * do the desired thing.
2665 */ 2613 */
2614key_value *
2666key_value * get_ob_key_link(const object * ob, const char * key) { 2615get_ob_key_link (const object *ob, const char *key)
2616{
2667 key_value * link; 2617 key_value *link;
2668 2618
2669 for (link = ob->key_values; link != NULL; link = link->next) { 2619 for (link = ob->key_values; link != NULL; link = link->next)
2670 if (link->key == key) { 2620 if (link->key == key)
2671 return link; 2621 return link;
2672 } 2622
2673 }
2674
2675 return NULL; 2623 return NULL;
2676} 2624}
2677 2625
2678/* 2626/*
2679 * Returns the value of op has an extra_field for key, or NULL. 2627 * Returns the value of op has an extra_field for key, or NULL.
2680 * 2628 *
2681 * The argument doesn't need to be a shared string. 2629 * The argument doesn't need to be a shared string.
2682 * 2630 *
2683 * The returned string is shared. 2631 * The returned string is shared.
2684 */ 2632 */
2633const char *
2685const char * get_ob_key_value(const object * op, const char * const key) { 2634get_ob_key_value (const object *op, const char *const key)
2635{
2686 key_value * link; 2636 key_value *link;
2687 const char * canonical_key; 2637 shstr_cmp canonical_key (key);
2638
2639 if (!canonical_key)
2688 2640 {
2689 canonical_key = find_string(key);
2690
2691 if (canonical_key == NULL) {
2692 /* 1. There being a field named key on any object 2641 /* 1. There being a field named key on any object
2693 * implies there'd be a shared string to find. 2642 * implies there'd be a shared string to find.
2694 * 2. Since there isn't, no object has this field. 2643 * 2. Since there isn't, no object has this field.
2695 * 3. Therefore, *this* object doesn't have this field. 2644 * 3. Therefore, *this* object doesn't have this field.
2696 */ 2645 */
2697 return NULL; 2646 return 0;
2698 } 2647 }
2699 2648
2700 /* This is copied from get_ob_key_link() above - 2649 /* This is copied from get_ob_key_link() above -
2701 * only 4 lines, and saves the function call overhead. 2650 * only 4 lines, and saves the function call overhead.
2702 */ 2651 */
2703 for (link = op->key_values; link != NULL; link = link->next) { 2652 for (link = op->key_values; link; link = link->next)
2704 if (link->key == canonical_key) { 2653 if (link->key == canonical_key)
2705 return link->value; 2654 return link->value;
2706 } 2655
2707 } 2656 return 0;
2708 return NULL;
2709} 2657}
2710 2658
2711 2659
2712/* 2660/*
2713 * Updates the canonical_key in op to value. 2661 * 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 2665 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2718 * keys. 2666 * keys.
2719 * 2667 *
2720 * Returns TRUE on success. 2668 * Returns TRUE on success.
2721 */ 2669 */
2670int
2722int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2671set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2672{
2673 key_value *
2723 key_value * field = NULL, *last=NULL; 2674 field = NULL, *last = NULL;
2724 2675
2725 for (field=op->key_values; field != NULL; field=field->next) { 2676 for (field = op->key_values; field != NULL; field = field->next)
2677 {
2726 if (field->key != canonical_key) { 2678 if (field->key != canonical_key)
2679 {
2727 last = field; 2680 last = field;
2728 continue; 2681 continue;
2729 } 2682 }
2730 2683
2731 if (field->value) FREE_AND_CLEAR_STR(field->value);
2732 if (value) 2684 if (value)
2733 field->value = add_string(value); 2685 field->value = value;
2734 else { 2686 else
2687 {
2735 /* Basically, if the archetype has this key set, 2688 /* Basically, if the archetype has this key set,
2736 * we need to store the null value so when we save 2689 * we need to store the null value so when we save
2737 * it, we save the empty value so that when we load, 2690 * it, we save the empty value so that when we load,
2738 * we get this value back again. 2691 * we get this value back again.
2739 */ 2692 */
2740 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2693 if (get_ob_key_link (&op->arch->clone, canonical_key))
2741 field->value = NULL; 2694 field->value = 0;
2742 else { 2695 else
2743 /* Delete this link */ 2696 {
2744 if (field->key) FREE_AND_CLEAR_STR(field->key); 2697 if (last)
2745 if (field->value) FREE_AND_CLEAR_STR(field->value);
2746 if (last) last->next = field->next; 2698 last->next = field->next;
2699 else
2747 else op->key_values = field->next; 2700 op->key_values = field->next;
2701
2748 free(field); 2702 delete field;
2749 } 2703 }
2750 } 2704 }
2751 return TRUE; 2705 return TRUE;
2752 } 2706 }
2753 /* IF we get here, key doesn't exist */ 2707 /* IF we get here, key doesn't exist */
2754 2708
2755 /* No field, we'll have to add it. */ 2709 /* No field, we'll have to add it. */
2710
2711 if (!add_key)
2756 2712 {
2757 if (!add_key) {
2758 return FALSE; 2713 return FALSE;
2759 } 2714 }
2760 /* There isn't any good reason to store a null 2715 /* There isn't any good reason to store a null
2761 * value in the key/value list. If the archetype has 2716 * value in the key/value list. If the archetype has
2762 * this key, then we should also have it, so shouldn't 2717 * this key, then we should also have it, so shouldn't
2763 * be here. If user wants to store empty strings, 2718 * be here. If user wants to store empty strings,
2764 * should pass in "" 2719 * should pass in ""
2765 */ 2720 */
2766 if (value == NULL) return TRUE; 2721 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; 2722 return TRUE;
2723
2724 field = new key_value;
2725
2726 field->key = canonical_key;
2727 field->value = value;
2728 /* Usual prepend-addition. */
2729 field->next = op->key_values;
2730 op->key_values = field;
2731
2732 return TRUE;
2777} 2733}
2778 2734
2779/* 2735/*
2780 * Updates the key in op to value. 2736 * Updates the key in op to value.
2781 * 2737 *
2783 * and not add new ones. 2739 * and not add new ones.
2784 * In general, should be little reason FALSE is ever passed in for add_key 2740 * In general, should be little reason FALSE is ever passed in for add_key
2785 * 2741 *
2786 * Returns TRUE on success. 2742 * Returns TRUE on success.
2787 */ 2743 */
2744int
2788int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2745set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2789 const char * canonical_key = NULL; 2746{
2790 int floating_ref = FALSE; 2747 shstr key_ (key);
2791 int ret; 2748
2749 return set_ob_key_value_s (op, key_, value, add_key);
2750}
2751
2752object::depth_iterator::depth_iterator (object *container)
2753: iterator_base (container)
2754{
2755 while (item->inv)
2756 item = item->inv;
2757}
2758
2759void
2760object::depth_iterator::next ()
2761{
2762 if (item->below)
2792 2763 {
2793 /* HACK This mess is to make sure set_ob_value() passes a shared string 2764 item = item->below;
2794 * to get_ob_key_link(), without leaving a leaked refcount. 2765
2795 */ 2766 while (item->inv)
2767 item = item->inv;
2796 2768 }
2797 canonical_key = find_string(key); 2769 else
2798 if (canonical_key == NULL) { 2770 item = item->env;
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);
2804
2805 if (floating_ref) {
2806 free_string(canonical_key);
2807 }
2808
2809 return ret;
2810} 2771}
2772
2773// return a suitable string describing an objetc in enough detail to find it
2774const char *
2775object::debug_desc (char *info) const
2776{
2777 char info2[256 * 3];
2778 char *p = info;
2779
2780 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2781 count,
2782 &name,
2783 title ? " " : "",
2784 title ? (const char *)title : "");
2785
2786 if (env)
2787 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2788
2789 if (map)
2790 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2791
2792 return info;
2793}
2794
2795const char *
2796object::debug_desc () const
2797{
2798 static char info[256 * 3];
2799 return debug_desc (info);
2800}
2801

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