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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 1.83 by root, Mon Dec 25 14:43:22 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 } 157 }
91 158
92 /* Found the matching field. */ 159 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
94 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 163 return FALSE;
96 } 164 }
97 165
98 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 167 }
168
101 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 170 return TRUE;
103} 171}
104 172
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
107 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
109 */ 179 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 181}
112 182
113/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 184 * they can be merged together.
115 * 185 *
116 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
119 * 189 *
120 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
121 * 191 *
122 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
123 * check weight 193 * check weight
124 */ 194 */
125 195
126int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
127 197{
128 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
204 return 0;
130 205
131 if (ob1->speed != ob2->speed) return 0; 206 //TODO: this ain't working well, use nicer and correct overflow check
132 /* Note sure why the following is the case - either the object has to 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
133 * be animated or have a very low speed. Is this an attempted monster 208 * value could not be stored in a sint32 (which unfortunately sometimes is
134 * check? 209 * used to store nrof).
135 */ 210 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
212 return 0;
213
214 /* If the objects have been identified, set the BEEN_APPLIED flag.
215 * This is to the comparison of the flags below will be OK. We
216 * just can't ignore the been applied or identified flags, as they
217 * are not equal - just if it has been identified, the been_applied
218 * flags lose any meaning.
219 */
220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
222
223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
225
226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
227 || ob1->arch != ob2->arch
228 || ob1->name != ob2->name
229 || ob1->title != ob2->title
230 || ob1->msg != ob2->msg
231 || ob1->weight != ob2->weight
232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
234 || ob1->attacktype != ob2->attacktype
235 || ob1->magic != ob2->magic
236 || ob1->slaying != ob2->slaying
237 || ob1->skill != ob2->skill
238 || ob1->value != ob2->value
239 || ob1->animation_id != ob2->animation_id
240 || ob1->client_type != ob2->client_type
241 || ob1->materialname != ob2->materialname
242 || ob1->lore != ob2->lore
243 || ob1->subtype != ob2->subtype
244 || ob1->move_type != ob2->move_type
245 || ob1->move_block != ob2->move_block
246 || ob1->move_allow != ob2->move_allow
247 || ob1->move_on != ob2->move_on
248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
251 return 0;
252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
137 return 0; 260 return 0;
138 261
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 262 /* Now check to see if the two inventory objects could merge */
140 * value could not be stored in a sint32 (which unfortunately sometimes is 263 if (!object::can_merge (ob1->inv, ob2->inv))
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0; 264 return 0;
145 265
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
157 * if it is valid. 267 * if it is valid.
158 */ 268 */
159 } 269 }
160 270
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0;
208
209 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
212 */ 274 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
276 return 0;
277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
285 switch (ob1->type)
286 {
287 case SCROLL:
288 if (ob1->level != ob2->level)
289 return 0;
290 break;
291 }
292
293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
295 /* At least one of these has key_values. */
296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
297 /* One has fields, but the other one doesn't. */
214 return 0; 298 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 300 return 0;
229 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
230 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
231 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
232 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
233 return 1; 314 return 1;
234} 315}
235 316
236/* 317/*
237 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
240 */ 321 */
241signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
242 signed long sum; 325 long sum;
243 object *inv; 326 object *inv;
327
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
245 if (inv->inv) 330 if (inv->inv)
246 sum_weight(inv); 331 sum_weight (inv);
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 333 }
334
249 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
251 if(op->carrying != sum) 338 if (op->carrying != sum)
252 op->carrying = sum; 339 op->carrying = sum;
340
253 return sum; 341 return sum;
254} 342}
255 343
256/** 344/**
257 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
258 */ 346 */
259 347
348object *
260object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
261 while (op->env != NULL) 351 while (op->env != NULL)
262 op = op->env; 352 op = op->env;
263 return op; 353 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277} 354}
278 355
279/* 356/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 358 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
283 */ 360 */
284 361
285void dump_object2(object *op) { 362char *
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) { 363dump_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{ 364{
340 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
341 367
342 if(op==NULL) 368 object_freezer freezer;
343 { 369 save_object (freezer, op, 3);
344 strcpy(outstr,"[NULL pointer]"); 370 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} 371}
382 372
383/* 373/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
387 */ 377 */
388 378
379object *
389object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
390 object *tmp,*closest; 382 object *tmp, *closest;
391 int last_dist,i; 383 int last_dist, i;
384
392 if(op->more==NULL) 385 if (op->more == NULL)
393 return op; 386 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
397 return closest; 390 return closest;
398} 391}
399 392
400/* 393/*
401 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
402 */ 395 */
403 396
397object *
404object *find_object(tag_t i) { 398find_object (tag_t i)
405 object *op; 399{
406 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
407 if(op->count==i) 401 if (op->count == i)
408 break; 402 return op;
403
409 return op; 404 return 0;
410} 405}
411 406
412/* 407/*
413 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
416 */ 411 */
417 412
413object *
418object *find_object_name(const char *str) { 414find_object_name (const char *str)
419 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
420 object *op; 417 object *op;
418
421 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
422 if(op->name==name) 420 if (op->name == str_)
423 break; 421 break;
424 free_string(name); 422
425 return op; 423 return op;
426} 424}
427 425
426void
428void free_all_object_data(void) { 427free_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{ 428{
470 if (!op) return; 429 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} 430}
478
479
480 431
481/* 432/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 434 * skill and experience objects.
484 */ 435 */
485void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
486{ 438{
487 if(owner==NULL||op==NULL) 439 if (!owner)
488 return; 440 return;
489 441
490 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 446 * 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. 447 * didn't match, this check is valid and I believe that cause is valid.
496 */ 448 */
497 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
499 451
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; 452 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} 453}
553 454
554/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 456 * refcounts and freeing the links.
556 */ 457 */
458static void
557static void free_key_values(object * op) { 459free_key_values (object *op)
558 key_value * i; 460{
559 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
560 462 {
561 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
562 467 }
563 for (i = op->key_values; i != NULL; i = next) { 468
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; 469 op->key_values = 0;
574} 470}
575 471
576
577/* 472/*
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);
605
606 /* the memset will clear all these values for us, but we need
607 * to reduce the refcount on them.
608 */
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
618
619
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED);
626
627
628 op->contr = NULL;
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 */
642
643 op->expmul=1.0;
644 op->face = blank_face;
645 op->attacked_by_count = (tag_t) -1;
646 if (settings.casting_time)
647 op->casting_time = -1;
648
649}
650
651/*
652 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
656 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 478 * will point at garbage.
658 */ 479 */
480void
481object::copy_to (object *dst)
482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
659 485
660void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
662 event *evt, *evt2, *evt_new;
663 487
664 op->clear (); 488 if (is_freed)
489 SET_FLAG (dst, FLAG_FREED);
665 490
666 /* Decrement the refcounts, but don't bother zeroing the fields; 491 if (is_removed)
667 they'll be overwritten by memcpy. */ 492 SET_FLAG (dst, FLAG_REMOVED);
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);
678 493
679 /* Basically, same code as from clear_object() */ 494 if (speed < 0)
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
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; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
711 496
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. */ 497 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 498 if (key_values)
499 {
735 key_value * tail = NULL; 500 key_value *tail = 0;
736 key_value * i; 501 key_value *i;
737 502
738 op->key_values = NULL; 503 dst->key_values = 0;
739 504
740 for (i = op2->key_values; i != NULL; i = i->next) { 505 for (i = key_values; i; i = i->next)
741 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 506 {
507 key_value *new_link = new key_value;
742 508
743 new_link->next = NULL; 509 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 510 new_link->key = i->key;
745 if (i->value)
746 new_link->value = add_refcount(i->value); 511 new_link->value = i->value;
747 else
748 new_link->value = NULL;
749 512
750 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 514 if (!dst->key_values)
515 {
752 op->key_values = new_link; 516 dst->key_values = new_link;
753 tail = new_link; 517 tail = new_link;
518 }
754 } else { 519 else
520 {
755 tail->next = new_link; 521 tail->next = new_link;
756 tail = new_link; 522 tail = new_link;
757 } 523 }
758 } 524 }
759 } 525 }
760 526
761 update_ob_speed(op); 527 update_ob_speed (dst);
762} 528}
763 529
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; 530object *
805 531object::clone ()
806 if(free_objects==NULL) { 532{
807 expand_objects(); 533 object *neu = create ();
808 } 534 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; 535 return neu;
847} 536}
848 537
849/* 538/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
851 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
852 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
853 */ 542 */
854 543
544void
855void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
857 return; 548 return;
858 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
860} 551}
861 552
862/* 553/*
863 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
864 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
865 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
866 */ 557 */
867 558void
868void update_ob_speed(object *op) { 559update_ob_speed (object *op)
560{
869 extern int arch_init; 561 extern int arch_init;
870 562
871 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated. 564 * since they never really need to be updated.
873 */ 565 */
874 566
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
568 {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 569 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
877#ifdef MANY_CORES 570#ifdef MANY_CORES
878 abort(); 571 abort ();
879#else 572#else
880 op->speed = 0; 573 op->speed = 0;
881#endif 574#endif
882 } 575 }
576
883 if (arch_init) { 577 if (arch_init)
578 return;
579
580 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
581 {
582 /* If already on active list, don't do anything */
583 if (op->active_next || op->active_prev || op == active_objects)
884 return; 584 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;
890 585
891 /* process_events() expects us to insert the object at the beginning 586 /* process_events() expects us to insert the object at the beginning
892 * of the list. */ 587 * of the list. */
893 op->active_next = active_objects; 588 op->active_next = active_objects;
589
894 if (op->active_next!=NULL) 590 if (op->active_next != NULL)
895 op->active_next->active_prev = op; 591 op->active_next->active_prev = op;
592
896 active_objects = op; 593 active_objects = op;
594 }
595 else
897 } 596 {
898 else {
899 /* If not on the active list, nothing needs to be done */ 597 /* If not on the active list, nothing needs to be done */
900 if (!op->active_next && !op->active_prev && op!=active_objects) 598 if (!op->active_next && !op->active_prev && op != active_objects)
901 return; 599 return;
902 600
903 if (op->active_prev==NULL) { 601 if (op->active_prev == NULL)
602 {
904 active_objects = op->active_next; 603 active_objects = op->active_next;
604
905 if (op->active_next!=NULL) 605 if (op->active_next != NULL)
906 op->active_next->active_prev = NULL; 606 op->active_next->active_prev = NULL;
907 } 607 }
908 else { 608 else
609 {
909 op->active_prev->active_next = op->active_next; 610 op->active_prev->active_next = op->active_next;
611
910 if (op->active_next) 612 if (op->active_next)
911 op->active_next->active_prev = op->active_prev; 613 op->active_next->active_prev = op->active_prev;
912 } 614 }
615
913 op->active_next = NULL; 616 op->active_next = NULL;
914 op->active_prev = NULL; 617 op->active_prev = NULL;
915 } 618 }
916} 619}
917 620
918/* This function removes object 'op' from the list of active 621/* This function removes object 'op' from the list of active
919 * objects. 622 * objects.
921 * reference maps where you don't want an object that isn't 624 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed. 625 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which 626 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object. 627 * will do the right thing based on the speed of the object.
925 */ 628 */
629void
926void remove_from_active_list(object *op) 630remove_from_active_list (object *op)
927{ 631{
928 /* If not on the active list, nothing needs to be done */ 632 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects) 633 if (!op->active_next && !op->active_prev && op != active_objects)
930 return; 634 return;
931 635
932 if (op->active_prev==NULL) { 636 if (op->active_prev == NULL)
637 {
933 active_objects = op->active_next; 638 active_objects = op->active_next;
934 if (op->active_next!=NULL) 639 if (op->active_next != NULL)
935 op->active_next->active_prev = NULL; 640 op->active_next->active_prev = NULL;
641 }
642 else
936 } 643 {
937 else {
938 op->active_prev->active_next = op->active_next; 644 op->active_prev->active_next = op->active_next;
939 if (op->active_next) 645 if (op->active_next)
940 op->active_next->active_prev = op->active_prev; 646 op->active_next->active_prev = op->active_prev;
941 } 647 }
942 op->active_next = NULL; 648 op->active_next = NULL;
943 op->active_prev = NULL; 649 op->active_prev = NULL;
944} 650}
945 651
946/* 652/*
947 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
948 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
949 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
950 * invisible object, etc...) 656 * invisible object, etc...)
951 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
952 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
953 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
954 * 660 *
955 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
956 * For example, if the only thing that has changed is the face (due to
957 * an animation), we don't need to call update_position until that actually
958 * comes into view of a player. OTOH, many other things, like addition/removal
959 * of walls or living creatures may need us to update the flags now.
960 * current action are: 662 * current action are:
961 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * 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. 666 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
966 */ 668 */
967 669void
968void update_object(object *op, int action) { 670update_object (object *op, int action)
969 int update_now=0, flags; 671{
970 MoveType move_on, move_off, move_block, move_slow; 672 MoveType move_on, move_off, move_block, move_slow;
971 673
972 if (op == NULL) { 674 if (op == NULL)
675 {
973 /* this should never happen */ 676 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 677 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 678 return;
976 }
977 679 }
978 if(op->env!=NULL) { 680
681 if (op->env)
682 {
979 /* Animation is currently handled by client, so nothing 683 /* Animation is currently handled by client, so nothing
980 * to do in this case. 684 * to do in this case.
981 */ 685 */
982 return; 686 return;
983 } 687 }
984 688
985 /* If the map is saving, don't do anything as everything is 689 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 690 * going to get freed anyways.
987 */ 691 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 692 if (!op->map || op->map->in_memory == MAP_SAVING)
989 693 return;
694
990 /* make sure the object is within map boundaries */ 695 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 696 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 697 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 698 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 699#ifdef MANY_CORES
995 abort(); 700 abort ();
996#endif 701#endif
997 return; 702 return;
998 }
999 703 }
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1001 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);
1003 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);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1006 704
705 mapspace &m = op->ms ();
706
707 if (m.flags_ & P_NEED_UPDATE)
708 /* nop */;
1007 if (action == UP_OBJ_INSERT) { 709 else if (action == UP_OBJ_INSERT)
710 {
711 // this is likely overkill, TODO: revisit (schmorp)
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 712 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1009 update_now=1;
1010
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 713 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1012 update_now=1; 714 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1013 715 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
716 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 717 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1015 update_now=1; 718 || (m.move_on | op->move_on ) != m.move_on
1016
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1018 update_now=1;
1019
1020 if ((move_on | op->move_on) != move_on) update_now=1;
1021 if ((move_off | op->move_off) != move_off) update_now=1; 719 || (m.move_off | op->move_off ) != m.move_off
720 || (m.move_slow | op->move_slow) != m.move_slow
1022 /* This isn't perfect, but I don't expect a lot of objects to 721 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 722 * to have move_allow right now.
1024 */ 723 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 724 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1026 update_now=1; 725 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 726 m.flags_ = P_NEED_UPDATE;
1028 } 727 }
1029 /* if the object is being removed, we can't make intelligent 728 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 729 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 730 * that is being removed.
1032 */ 731 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 732 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 733 m.flags_ = P_NEED_UPDATE;
1035 } else if (action == UP_OBJ_FACE) { 734 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 735 /* Nothing to do for that case */ ;
1037 }
1038 else { 736 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 737 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 738
1042 if (update_now) {
1043 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);
1045 }
1046
1047 if(op->more!=NULL) 739 if (op->more)
1048 update_object(op->more, action); 740 update_object (op->more, action);
1049} 741}
1050 742
743object::vector object::objects; // not yet used
744object *object::first;
745
746object::object ()
747{
748 SET_FLAG (this, FLAG_REMOVED);
749
750 expmul = 1.0;
751 face = blank_face;
752}
753
754object::~object ()
755{
756 free_key_values (this);
757}
758
759void object::link ()
760{
761 count = ++ob_count;
762 uuid = gen_uuid ();
763
764 prev = 0;
765 next = object::first;
766
767 if (object::first)
768 object::first->prev = this;
769
770 object::first = this;
771}
772
773void object::unlink ()
774{
775 if (this == object::first)
776 object::first = next;
777
778 /* Remove this object from the list of used objects */
779 if (prev) prev->next = next;
780 if (next) next->prev = prev;
781
782 prev = 0;
783 next = 0;
784}
785
786object *object::create ()
787{
788 object *op = new object;
789 op->link ();
790 return op;
791}
1051 792
1052/* 793/*
1053 * free_object() frees everything allocated by an object, removes 794 * free_object() frees everything allocated by an object, removes
1054 * it from the list of used objects, and puts it on the list of 795 * 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. 796 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for 797 * The object must have been removed by remove_ob() first for
1057 * this function to succeed. 798 * this function to succeed.
1058 * 799 *
1059 * If free_inventory is set, free inventory as well. Else drop items in 800 * If destroy_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground. 801 * inventory to the ground.
1061 */ 802 */
803void
804object::do_destroy ()
805{
806 attachable::do_destroy ();
1062 807
1063void free_object(object *ob) { 808 if (flag [FLAG_IS_LINKED])
1064 free_object2(ob, 0); 809 remove_button_link (this);
1065}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 810
1069 ob->clear (); 811 if (flag [FLAG_FRIENDLY])
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); 812 remove_friendly_object (this);
1081 } 813
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 814 if (!flag [FLAG_REMOVED])
1083 dump_object(ob); 815 remove ();
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 816
817 if (flag [FLAG_FREED])
1085 return; 818 return;
819
820 flag [FLAG_FREED] = 1;
821
822 // hack to ensure that freed objects still have a valid map
823 {
824 static maptile *freed_map; // freed objects are moved here to avoid crashes
825
826 if (!freed_map)
827 {
828 freed_map = new maptile;
829
830 freed_map->name = "/internal/freed_objects_map";
831 freed_map->width = 3;
832 freed_map->height = 3;
833
834 freed_map->allocate ();
1086 } 835 }
1087 if(ob->more!=NULL) { 836
1088 free_object2(ob->more, free_inventory); 837 map = freed_map;
1089 ob->more=NULL; 838 x = 1;
839 y = 1;
1090 } 840 }
1091 if (ob->inv) { 841
842 more = 0;
843 head = 0;
844 inv = 0;
845
846 // clear those pointers that likely might have circular references to us
847 owner = 0;
848 enemy = 0;
849 attacked_by = 0;
850
851 // only relevant for players(?), but make sure of it anyways
852 contr = 0;
853
854 /* Remove object from the active list */
855 speed = 0;
856 update_ob_speed (this);
857
858 unlink ();
859}
860
861/*
862 * Remove and free all objects in the inventory of the given object.
863 * object.c ?
864 */
865void
866object::destroy_inv (bool drop_to_ground)
867{
868 if (!inv)
869 return;
870
1092 /* Only if the space blocks everything do we not process - 871 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 872 * if some form of movement is allowed, let objects
1094 * drop on that space. 873 * drop on that space.
1095 */ 874 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 875 if (!drop_to_ground || !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)) 876 {
877 while (inv)
1098 { 878 {
1099 op=ob->inv; 879 inv->destroy_inv (drop_to_ground);
1100 while(op!=NULL) { 880 inv->destroy ();
1101 tmp=op->below; 881 }
882 }
883 else
884 { /* Put objects in inventory onto this space */
885 while (inv)
886 {
887 object *op = inv;
888
889 if (op->flag [FLAG_STARTEQUIP]
890 || op->flag [FLAG_NO_DROP]
891 || op->type == RUNE
892 || op->type == TRAP
893 || op->flag [FLAG_IS_A_TEMPLATE])
894 op->destroy ();
895 else
896 {
1102 remove_ob(op); 897 op->remove ();
1103 free_object2(op, free_inventory);
1104 op=tmp; 898 op->x = x;
899 op->y = y;
900 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
1105 } 901 }
1106 } 902 }
1107 else { /* Put objects in inventory onto this space */
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114 free_object(op);
1115 else {
1116 op->x=ob->x;
1117 op->y=ob->y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119 }
1120 op=tmp;
1121 }
1122 }
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127
1128 SET_FLAG(ob, FLAG_FREED);
1129 ob->count = 0;
1130
1131 /* Remove this object from the list of used objects */
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 903 }
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} 904}
1180 905
1181/* 906void
1182 * count_free() returns the number of objects on the list of free objects. 907object::destroy (bool destroy_inventory)
1183 */ 908{
1184 909 if (destroyed ())
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; 910 return;
1191}
1192 911
1193/* 912 if (more)
1194 * count_used() returns the number of objects on the list of used objects. 913 {
1195 */ 914 //TODO: non-head objects must not have inventory
915 more->destroy (destroy_inventory);
916 more = 0;
917 }
1196 918
1197int count_used(void) { 919 if (destroy_inventory)
1198 int i=0; 920 destroy_inv (true);
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203}
1204 921
1205/* 922 attachable::destroy ();
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} 923}
1216 924
1217/* 925/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 926 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 927 * weight of an object (and what is carried by it's environment(s)).
1220 */ 928 */
1221 929void
1222void sub_weight (object *op, signed long weight) { 930sub_weight (object *op, signed long weight)
931{
1223 while (op != NULL) { 932 while (op != NULL)
933 {
1224 if (op->type == CONTAINER) { 934 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 935 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 936
1227 op->carrying-=weight; 937 op->carrying -= weight;
1228 op = op->env; 938 op = op->env;
1229 } 939 }
1230} 940}
1231 941
1232/* remove_ob(op): 942/* op->remove ():
1233 * This function removes the object op from the linked list of objects 943 * 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 944 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 945 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 946 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 947 * the previous environment.
1238 * Beware: This function is called from the editor as well! 948 * Beware: This function is called from the editor as well!
1239 */ 949 */
1240 950void
1241void remove_ob(object *op) { 951object::remove ()
952{
1242 object *tmp,*last=NULL; 953 object *tmp, *last = 0;
1243 object *otmp; 954 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 955
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 956 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 957 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 958
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); 959 SET_FLAG (this, FLAG_REMOVED);
960 INVOKE_OBJECT (REMOVE, this);
1270 961
962 if (more)
963 more->remove ();
964
1271 /* 965 /*
1272 * In this case, the object to be removed is in someones 966 * In this case, the object to be removed is in someones
1273 * inventory. 967 * inventory.
1274 */ 968 */
1275 if(op->env!=NULL) { 969 if (env)
970 {
1276 if(op->nrof) 971 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 972 sub_weight (env, weight * nrof);
1278 else 973 else
1279 sub_weight(op->env, op->weight+op->carrying); 974 sub_weight (env, weight + carrying);
1280 975
1281 /* NO_FIX_PLAYER is set when a great many changes are being 976 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 977 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 978 * to save cpu time.
1284 */ 979 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 980 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 981 otmp->update_stats ();
1287 fix_player(otmp);
1288 982
1289 if(op->above!=NULL) 983 if (above != NULL)
1290 op->above->below=op->below; 984 above->below = below;
1291 else 985 else
1292 op->env->inv=op->below; 986 env->inv = below;
1293 987
1294 if(op->below!=NULL) 988 if (below != NULL)
1295 op->below->above=op->above; 989 below->above = above;
1296 990
1297 /* we set up values so that it could be inserted into 991 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 992 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 993 * to the caller to decide what we want to do.
994 */
995 x = env->x, y = env->y;
996 map = env->map;
997 above = 0, below = 0;
998 env = 0;
999 }
1000 else if (map)
1001 {
1002 /* Re did the following section of code - it looks like it had
1003 * lots of logic for things we no longer care about
1004 */
1005
1006 /* link the object above us */
1007 if (above)
1008 above->below = below;
1009 else
1010 map->at (x, y).top = below; /* we were top, set new top */
1011
1012 /* Relink the object below us, if there is one */
1013 if (below)
1014 below->above = above;
1015 else
1016 {
1017 /* Nothing below, which means we need to relink map object for this space
1018 * use translated coordinates in case some oddness with map tiling is
1019 * evident
1300 */ 1020 */
1301 op->x=op->env->x,op->y=op->env->y; 1021 if (GET_MAP_OB (map, x, y) != this)
1302 op->ox=op->x,op->oy=op->y; 1022 {
1303 op->map=op->env->map; 1023 char *dump = dump_object (this);
1304 op->above=NULL,op->below=NULL; 1024 LOG (llevError,
1305 op->env=NULL; 1025 "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);
1026 free (dump);
1027 dump = dump_object (GET_MAP_OB (map, x, y));
1028 LOG (llevError, "%s\n", dump);
1029 free (dump);
1030 }
1031
1032 map->at (x, y).bottom = above; /* goes on above it. */
1033 }
1034
1035 above = 0;
1036 below = 0;
1037
1038 if (map->in_memory == MAP_SAVING)
1306 return; 1039 return;
1307 }
1308 1040
1309 /* If we get here, we are removing it from a map */ 1041 int check_walk_off = !flag [FLAG_NO_APPLY];
1310 if (op->map == NULL) return;
1311 1042
1312 x = op->x; 1043 for (tmp = GET_MAP_OB (map, x, y); tmp; tmp = tmp->above)
1313 y = op->y; 1044 {
1314 m = get_map_from_coord(op->map, &x, &y); 1045 /* No point updating the players look faces if he is the object
1315 1046 * being removed.
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 */ 1047 */
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 1048
1330 /* Re did the following section of code - it looks like it had 1049 if (tmp->type == PLAYER && tmp != this)
1331 * lots of logic for things we no longer care about 1050 {
1332 */ 1051 /* If a container that the player is currently using somehow gets
1333 1052 * removed (most likely destroyed), update the player view
1334 /* link the object above us */ 1053 * appropriately.
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 */ 1054 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1055 if (tmp->container == this)
1349 dump_object(op); 1056 {
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); 1057 flag [FLAG_APPLIED] = 0;
1351 dump_object(GET_MAP_OB(m,x,y)); 1058 tmp->container = 0;
1352 LOG(llevError,"%s\n",errmsg); 1059 }
1060
1061 if (tmp->contr->ns)
1062 tmp->contr->ns->floorbox_update ();
1063 }
1064
1065 /* See if player moving off should effect something */
1066 if (check_walk_off
1067 && ((move_type & tmp->move_off)
1068 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1069 {
1070 move_apply (tmp, this, 0);
1071
1072 if (destroyed ())
1073 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1074 }
1075
1076 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1077
1078 if (tmp->above == tmp)
1079 tmp->above = 0;
1080
1081 last = tmp;
1353 } 1082 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1083
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);
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1365 /* No point updating the players look faces if he is the object
1366 * being removed.
1367 */
1368
1369 if(tmp->type==PLAYER && tmp!=op) {
1370 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view
1372 * appropriately.
1373 */
1374 if (tmp->container==op) {
1375 CLEAR_FLAG(op, FLAG_APPLIED);
1376 tmp->container=NULL;
1377 }
1378 tmp->contr->socket.update_look=1;
1379 }
1380 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1383
1384 move_apply(tmp, op, NULL);
1385 if (was_destroyed (op, tag)) {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392
1393 if(tmp->above == tmp)
1394 tmp->above = NULL;
1395 last=tmp;
1396 }
1397 /* last == NULL of there are no objects on this space */ 1084 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1085 if (!last)
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1086 map->at (x, y).flags_ = P_NEED_UPDATE;
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else 1087 else
1408 update_object(last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1409 1089
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1412 1092 }
1413} 1093}
1414 1094
1415/* 1095/*
1416 * merge_ob(op,top): 1096 * merge_ob(op,top):
1417 * 1097 *
1418 * This function goes through all objects below and including top, and 1098 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1099 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1100 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1101 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1102 */
1423 1103object *
1424object *merge_ob(object *op, object *top) { 1104merge_ob (object *op, object *top)
1105{
1425 if(!op->nrof) 1106 if (!op->nrof)
1426 return 0; 1107 return 0;
1427 if(top==NULL) 1108
1109 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1112
1429 for(;top!=NULL;top=top->below) { 1113 for (; top; top = top->below)
1114 {
1430 if(top==op) 1115 if (top == op)
1431 continue; 1116 continue;
1432 if (CAN_MERGE(op,top)) 1117
1433 { 1118 if (object::can_merge (op, top))
1119 {
1434 top->nrof+=op->nrof; 1120 top->nrof += op->nrof;
1121
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1124 op->destroy ();
1438 free_object(op);
1439 return top; 1125 return top;
1440 } 1126 }
1441 } 1127 }
1128
1442 return NULL; 1129 return 0;
1443} 1130}
1444 1131
1445/* 1132/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1133 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1134 * job preparing multi-part monsters
1448 */ 1135 */
1136object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1137insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1138{
1450 object* tmp; 1139 object *tmp;
1140
1451 if (op->head) 1141 if (op->head)
1452 op=op->head; 1142 op = op->head;
1143
1453 for (tmp=op;tmp;tmp=tmp->more){ 1144 for (tmp = op; tmp; tmp = tmp->more)
1145 {
1454 tmp->x=x+tmp->arch->clone.x; 1146 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1147 tmp->y = y + tmp->arch->clone.y;
1456 } 1148 }
1149
1457 return insert_ob_in_map (op, m, originator, flag); 1150 return insert_ob_in_map (op, m, originator, flag);
1458} 1151}
1459 1152
1460/* 1153/*
1461 * insert_ob_in_map (op, map, originator, flag): 1154 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1155 * This function inserts the object in the two-way linked list
1475 * Return value: 1168 * Return value:
1476 * new object if 'op' was merged with other object 1169 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1170 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1171 * just 'op' otherwise
1479 */ 1172 */
1480 1173object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1174insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1175{
1483 object *tmp, *top, *floor=NULL; 1176 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1177 sint16 x, y;
1485 1178
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1179 if (QUERY_FLAG (op, FLAG_FREED))
1180 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1181 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1182 return NULL;
1183 }
1184
1185 if (m == NULL)
1489 } 1186 {
1490 if(m==NULL) {
1491 dump_object(op); 1187 char *dump = dump_object (op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1188 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1189 free (dump);
1493 return op; 1190 return op;
1494 } 1191 }
1192
1495 if(out_of_map(m,op->x,op->y)) { 1193 if (out_of_map (m, op->x, op->y))
1194 {
1496 dump_object(op); 1195 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1196 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1197#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1198 /* 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 1199 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1200 * improperly inserted.
1502 */ 1201 */
1503 abort(); 1202 abort ();
1504#endif 1203#endif
1204 free (dump);
1505 return op; 1205 return op;
1506 } 1206 }
1207
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1208 if (!QUERY_FLAG (op, FLAG_REMOVED))
1209 {
1508 dump_object(op); 1210 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1211 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1212 free (dump);
1510 return op; 1213 return op;
1214 }
1215
1216 if (op->more)
1511 } 1217 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1218 /* The part may be on a different map. */
1514 1219
1515 object *more = op->more; 1220 object *more = op->more;
1516 1221
1517 /* We really need the caller to normalize coordinates - if 1222 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1223 * 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 1224 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1225 * is clear wrong do we normalize it.
1521 */ 1226 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1227 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); 1228 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1229 else if (!more->map)
1230 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1231 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1232 * more->map should always point to the parent.
1530 */ 1233 */
1531 more->map = m; 1234 more->map = m;
1532 } 1235 }
1533 1236
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1237 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1238 {
1535 if ( ! op->head) 1239 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1240 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1241
1537 return NULL; 1242 return 0;
1538 } 1243 }
1539 } 1244 }
1245
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1246 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1247
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 1248 /* 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 1249 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1250 * need extra work
1549 */ 1251 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1252 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1253 x = op->x;
1552 y = op->y; 1254 y = op->y;
1553 1255
1554 /* this has to be done after we translate the coordinates. 1256 /* this has to be done after we translate the coordinates.
1555 */ 1257 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1258 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1259 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1260 if (object::can_merge (op, tmp))
1261 {
1559 op->nrof+=tmp->nrof; 1262 op->nrof += tmp->nrof;
1560 remove_ob(tmp); 1263 tmp->destroy ();
1561 free_object(tmp); 1264 }
1265
1266 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1267 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1268
1269 if (!QUERY_FLAG (op, FLAG_ALIVE))
1270 CLEAR_FLAG (op, FLAG_NO_STEAL);
1271
1272 if (flag & INS_BELOW_ORIGINATOR)
1273 {
1274 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1275 {
1276 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1277 abort ();
1278 }
1279
1280 op->above = originator;
1281 op->below = originator->below;
1282
1283 if (op->below)
1284 op->below->above = op;
1285 else
1286 op->ms ().bottom = op;
1287
1288 /* since *below* originator, no need to update top */
1289 originator->below = op;
1290 }
1291 else
1292 {
1293 /* If there are other objects, then */
1294 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1295 {
1296 object *last = NULL;
1297
1298 /*
1299 * If there are multiple objects on this space, we do some trickier handling.
1300 * We've already dealt with merging if appropriate.
1301 * Generally, we want to put the new object on top. But if
1302 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1303 * floor, we want to insert above that and no further.
1304 * Also, if there are spell objects on this space, we stop processing
1305 * once we get to them. This reduces the need to traverse over all of
1306 * them when adding another one - this saves quite a bit of cpu time
1307 * when lots of spells are cast in one area. Currently, it is presumed
1308 * that flying non pickable objects are spell objects.
1309 */
1310
1311 while (top != NULL)
1312 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top;
1315
1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1317 {
1318 /* We insert above top, so we want this object below this */
1319 top = top->below;
1320 break;
1321 }
1322
1323 last = top;
1324 top = top->above;
1562 } 1325 }
1563 }
1564 1326
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1327 /* Don't want top to be NULL, so set it to the last valid object */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1328 top = last;
1567 if (!QUERY_FLAG(op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL);
1569 1329
1570 if (flag & INS_BELOW_ORIGINATOR) { 1330 /* We let update_position deal with figuring out what the space
1571 if (originator->map != op->map || originator->x != op->x || 1331 * looks like instead of lots of conditions here.
1572 originator->y != op->y) { 1332 * makes things faster, and effectively the same result.
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1333 */
1574 abort(); 1334
1335 /* Have object 'fall below' other objects that block view.
1336 * Unless those objects are exits, type 66
1337 * If INS_ON_TOP is used, don't do this processing
1338 * Need to find the object that in fact blocks view, otherwise
1339 * stacking is a bit odd.
1340 */
1341 if (!(flag & INS_ON_TOP) &&
1342 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1343 {
1344 for (last = top; last != floor; last = last->below)
1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break;
1347 /* Check to see if we found the object that blocks view,
1348 * and make sure we have a below pointer for it so that
1349 * we can get inserted below this one, which requires we
1350 * set top to the object below us.
1351 */
1352 if (last && last->below && last != floor)
1353 top = last->below;
1354 }
1355 } /* If objects on this space */
1356
1357 if (flag & INS_MAP_LOAD)
1358 top = GET_MAP_TOP (op->map, op->x, op->y);
1359
1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor;
1362
1363 /* Top is the object that our object (op) is going to get inserted above.
1364 */
1365
1366 /* First object on this space */
1367 if (!top)
1368 {
1369 op->above = GET_MAP_OB (op->map, op->x, op->y);
1370
1371 if (op->above)
1372 op->above->below = op;
1373
1374 op->below = NULL;
1375 op->ms ().bottom = op;
1575 } 1376 }
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 { 1377 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 */ 1378 { /* get inserted into the stack above top */
1654 op->above = top->above; 1379 op->above = top->above;
1380
1381 if (op->above)
1655 if (op->above) op->above->below = op; 1382 op->above->below = op;
1383
1656 op->below = top; 1384 op->below = top;
1657 top->above = op; 1385 top->above = op;
1658 } 1386 }
1387
1659 if (op->above==NULL) 1388 if (op->above == NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1389 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1662 1391
1663 if(op->type==PLAYER) 1392 if (op->type == PLAYER)
1664 op->contr->do_los=1; 1393 op->contr->do_los = 1;
1665 1394
1666 /* If we have a floor, we know the player, if any, will be above 1395 /* 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. 1396 * it, so save a few ticks and start from there.
1668 */ 1397 */
1669 if (!(flag & INS_MAP_LOAD)) 1398 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1399 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1400 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1401 pl->contr->ns->floorbox_update ();
1673 }
1674 1402
1675 /* If this object glows, it may affect lighting conditions that are 1403 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1404 * 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 1405 * 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 1406 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1407 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1408 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1409 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1410 * of effect may be sufficient.
1683 */ 1411 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1412 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1413 update_all_los (op->map, op->x, op->y);
1686 1414
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1415 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1416 update_object (op, UP_OBJ_INSERT);
1690 1417
1418 INVOKE_OBJECT (INSERT, op);
1691 1419
1692 /* Don't know if moving this to the end will break anything. However, 1420 /* 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. 1421 * we want to have floorbox_update called before calling this.
1694 * 1422 *
1695 * check_move_on() must be after this because code called from 1423 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1424 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1425 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1426 * update_object().
1699 */ 1427 */
1700 1428
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1429 /* 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) { 1430 if (!(flag & INS_NO_WALK_ON) && !op->head)
1431 {
1704 if (check_move_on(op, originator)) 1432 if (check_move_on (op, originator))
1705 return NULL; 1433 return 0;
1706 1434
1707 /* If we are a multi part object, lets work our way through the check 1435 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1436 * walk on's.
1709 */ 1437 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1438 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1439 if (check_move_on (tmp, originator))
1712 return NULL; 1440 return 0;
1713 } 1441 }
1442
1714 return op; 1443 return op;
1715} 1444}
1716 1445
1717/* this function inserts an object in the map, but if it 1446/* 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. 1447 * 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. 1448 * op is the object to insert it under: supplies x and the map.
1720 */ 1449 */
1450void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1451replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1452{
1723 object *tmp1; 1453 object *tmp, *tmp1;
1724 1454
1725 /* first search for itself and remove any old instances */ 1455 /* first search for itself and remove any old instances */
1726 1456
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1457 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 */ { 1458 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1459 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1460
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1461 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1462
1736 1463 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1464 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1465 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1466}
1740 1467
1741/* 1468/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1469 * 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 1470 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1471 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1472 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1473 * global static errmsg array.
1747 */ 1474 */
1748 1475
1476object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1477get_split_ob (object *orig_ob, uint32 nr)
1478{
1750 object *newob; 1479 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1480 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1481
1753 if(orig_ob->nrof<nr) { 1482 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.", 1483 {
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name); 1484 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1756 return NULL; 1485 return NULL;
1757 } 1486 }
1487
1758 newob = object_create_clone(orig_ob); 1488 newob = object_create_clone (orig_ob);
1489
1759 if((orig_ob->nrof-=nr)<1) { 1490 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1491 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1492 else if (!is_removed)
1493 {
1765 if(orig_ob->env!=NULL) 1494 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1495 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1496 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1497 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1498 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"); 1499 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1500 return NULL;
1772 } 1501 }
1773 } 1502 }
1503
1774 newob->nrof=nr; 1504 newob->nrof = nr;
1775 1505
1776 return newob; 1506 return newob;
1777} 1507}
1778 1508
1779/* 1509/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1510 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1511 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1512 * is subsequently removed and freed.
1783 * 1513 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1514 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1515 */
1786 1516
1517object *
1787object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1788{ 1519{
1789 object *tmp; 1520 object *tmp;
1790 player *pl;
1791 1521
1792 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1523 return op;
1794 1524
1795 if (i > op->nrof) 1525 if (i > op->nrof)
1796 i = op->nrof; 1526 i = op->nrof;
1797 1527
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1799 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1800 op->nrof -= i; 1570 op->nrof -= i;
1801 } 1571 else
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */ 1572 {
1807 tmp = is_player_inv (op->env); 1573 op->remove ();
1808 /* nope. Is this a container the player has opened? 1574 op->nrof = 0;
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 } 1575 }
1820 1576
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);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838
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 */ 1577 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1578 for (tmp = above; tmp; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1579 if (tmp->type == PLAYER)
1580 {
1848 if (op->nrof) 1581 if (op->nrof)
1849 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1850 else 1583 else
1851 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1852 } 1585 }
1853 } 1586 }
1854 1587
1855 if (op->nrof) { 1588 if (op->nrof)
1856 return op; 1589 return op;
1857 } else { 1590 else
1858 free_object (op); 1591 {
1592 op->destroy ();
1859 return NULL; 1593 return 0;
1860 } 1594 }
1861} 1595}
1862 1596
1863/* 1597/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1866 */ 1600 */
1867 1601
1602void
1868void add_weight (object *op, signed long weight) { 1603add_weight (object *op, signed long weight)
1604{
1869 while (op!=NULL) { 1605 while (op != NULL)
1606 {
1870 if (op->type == CONTAINER) { 1607 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1608 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1609
1873 op->carrying+=weight; 1610 op->carrying += weight;
1874 op=op->env; 1611 op = op->env;
1875 } 1612 }
1876} 1613}
1877 1614
1615object *
1616insert_ob_in_ob (object *op, object *where)
1617{
1618 if (!where)
1619 {
1620 char *dump = dump_object (op);
1621 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1622 free (dump);
1623 return op;
1624 }
1625
1626 if (where->head)
1627 {
1628 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1629 where = where->head;
1630 }
1631
1632 return where->insert (op);
1633}
1634
1878/* 1635/*
1879 * insert_ob_in_ob(op,environment): 1636 * env->insert (op)
1880 * This function inserts the object op in the linked list 1637 * This function inserts the object op in the linked list
1881 * inside the object environment. 1638 * inside the object environment.
1882 * 1639 *
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 1640 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1641 * be != op, if items are merged. -Tero
1890 */ 1642 */
1891 1643
1892object *insert_ob_in_ob(object *op,object *where) { 1644object *
1645object::insert (object *op)
1646{
1893 object *tmp, *otmp; 1647 object *tmp, *otmp;
1894 1648
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1649 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1650 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1651
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) { 1652 if (op->more)
1653 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1654 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1655 return op;
1914 } 1656 }
1657
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1658 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1659 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1660 if (op->nrof)
1661 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1662 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1663 if (object::can_merge (tmp, op))
1664 {
1920 /* return the original object and remove inserted object 1665 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1666 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1667 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1668 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1669 * tmp->nrof, we need to increase the weight.
1925 */ 1670 */
1926 add_weight (where, op->weight*op->nrof); 1671 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1672 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1673 op->destroy (); /* free the inserted object */
1929 op = tmp; 1674 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1675 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1676 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1677 break;
1933 } 1678 }
1934 1679
1935 /* I assume combined objects have no inventory 1680 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1681 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1682 * (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 1683 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1684 * the linking below
1940 */ 1685 */
1941 add_weight (where, op->weight*op->nrof); 1686 add_weight (this, op->weight * op->nrof);
1687 }
1942 } else 1688 else
1943 add_weight (where, (op->weight+op->carrying)); 1689 add_weight (this, (op->weight + op->carrying));
1944 1690
1945 otmp=is_player_inv(where); 1691 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1692 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1693 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1694 otmp->update_stats ();
1949 }
1950 1695
1951 op->map=NULL; 1696 op->map = 0;
1952 op->env=where; 1697 op->env = this;
1953 op->above=NULL; 1698 op->above = 0;
1954 op->below=NULL; 1699 op->below = 0;
1955 op->x=0,op->y=0; 1700 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1701
1958 /* reset the light list and los of the players on the map */ 1702 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1703 if ((op->glow_radius != 0) && map)
1960 { 1704 {
1961#ifdef DEBUG_LIGHTS 1705#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1706 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1707#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1708 if (MAP_DARKNESS (map))
1709 update_all_los (map, x, y);
1966 } 1710 }
1967 1711
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1712 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1713 * It sure simplifies this function...
1970 */ 1714 */
1971 if (where->inv==NULL) 1715 if (!inv)
1972 where->inv=op; 1716 inv = op;
1973 else { 1717 else
1718 {
1974 op->below = where->inv; 1719 op->below = inv;
1975 op->below->above = op; 1720 op->below->above = op;
1976 where->inv = op; 1721 inv = op;
1977 } 1722 }
1723
1724 INVOKE_OBJECT (INSERT, this);
1725
1978 return op; 1726 return op;
1979} 1727}
1980 1728
1981/* 1729/*
1982 * Checks if any objects has a move_type that matches objects 1730 * 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 1745 * 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 1746 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1747 * on top.
2000 */ 1748 */
2001 1749
1750int
2002int check_move_on (object *op, object *originator) 1751check_move_on (object *op, object *originator)
2003{ 1752{
2004 object *tmp; 1753 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1754 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1755 int x = op->x, y = op->y;
1756
2008 MoveType move_on, move_slow, move_block; 1757 MoveType move_on, move_slow, move_block;
2009 1758
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0; 1760 return 0;
2012 1761
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1762 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); 1763 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); 1764 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
2018 1765
2019 /* if nothing on this space will slow op down or be applied, 1766 /* 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 1767 * 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 1768 * is set, as lots of objects don't have it set - we treat that
2022 * as walking. 1769 * as walking.
2023 */ 1770 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1771 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0; 1772 return 0;
2026 1773
2027 /* This is basically inverse logic of that below - basically, 1774 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so, 1775 * 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 1776 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct. 1777 * blocked. Logic on this seems confusing, but does seem correct.
2031 */ 1778 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 && 1779 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; 1780 return 0;
2034 1781
2035 /* The objects have to be checked from top to bottom. 1782 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top: 1783 * Hence, we first go to the top:
2037 */ 1784 */
2038 1785
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1786 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) { 1787 {
2041 /* Trim the search when we find the first other spell effect 1788 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects, 1789 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them. 1790 * we don't need to check all of them.
2044 */ 1791 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1792 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1793 break;
1794 }
1795
1796 for (; tmp; tmp = tmp->below)
2046 } 1797 {
2047 for(;tmp!=NULL; tmp=tmp->below) { 1798 if (tmp == op)
2048 if (tmp == op) continue; /* Can't apply yourself */ 1799 continue; /* Can't apply yourself */
2049 1800
2050 /* Check to see if one of the movement types should be slowed down. 1801 /* 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 1802 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the 1803 * (~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 1804 * 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. 1805 * swim on that space, can't use it to avoid the penalty.
2055 */ 1806 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1807 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1808 {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1809 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)) { 1810 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1811 {
2060 1812
2061 float diff; 1813 float
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed); 1814 diff = tmp->move_slow_penalty * FABS (op->speed);
1815
2064 if (op->type == PLAYER) { 1816 if (op->type == PLAYER)
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1817 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))) { 1818 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2067 diff /= 4.0; 1819 diff /= 4.0;
2068 } 1820
2069 }
2070 op->speed_left -= diff; 1821 op->speed_left -= diff;
2071 } 1822 }
2072 } 1823 }
2073 1824
2074 /* Basically same logic as above, except now for actual apply. */ 1825 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1826 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)) { 1827 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2078 1828 {
2079 move_apply(tmp, op, originator); 1829 move_apply (tmp, op, originator);
1830
2080 if (was_destroyed (op, tag)) 1831 if (op->destroyed ())
2081 return 1; 1832 return 1;
2082 1833
2083 /* what the person/creature stepped onto has moved the object 1834 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did, 1835 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result. 1836 * have a feeling strange problems would result.
2086 */ 1837 */
2087 if (op->map != m || op->x != x || op->y != y) return 0; 1838 if (op->map != m || op->x != x || op->y != y)
1839 return 0;
2088 } 1840 }
2089 } 1841 }
1842
2090 return 0; 1843 return 0;
2091} 1844}
2092 1845
2093/* 1846/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1847 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1848 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1849 * The first matching object is returned, or NULL if none.
2097 */ 1850 */
2098 1851
1852object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1853present_arch (const archetype *at, maptile *m, int x, int y)
1854{
2100 object *tmp; 1855 object *
1856 tmp;
1857
2101 if(m==NULL || out_of_map(m,x,y)) { 1858 if (m == NULL || out_of_map (m, x, y))
1859 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1860 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1861 return NULL;
2104 } 1862 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1863 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1864 if (tmp->arch == at)
2107 return tmp; 1865 return tmp;
2108 return NULL; 1866 return NULL;
2109} 1867}
2110 1868
2111/* 1869/*
2112 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
2115 */ 1873 */
2116 1874
1875object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1876present (unsigned char type, maptile *m, int x, int y)
1877{
2118 object *tmp; 1878 object *
1879 tmp;
1880
2119 if(out_of_map(m,x,y)) { 1881 if (out_of_map (m, x, y))
1882 {
2120 LOG(llevError,"Present called outside map.\n"); 1883 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1884 return NULL;
2122 } 1885 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1886 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 1887 if (tmp->type == type)
2125 return tmp; 1888 return tmp;
2126 return NULL; 1889 return NULL;
2127} 1890}
2128 1891
2129/* 1892/*
2130 * present_in_ob(type, object) searches for any objects with 1893 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1894 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1895 * The first matching object is returned, or NULL if none.
2133 */ 1896 */
2134 1897
1898object *
2135object *present_in_ob(unsigned char type, const object *op) { 1899present_in_ob (unsigned char type, const object *op)
1900{
2136 object *tmp; 1901 object *
1902 tmp;
1903
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1904 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1905 if (tmp->type == type)
2139 return tmp; 1906 return tmp;
2140 return NULL; 1907 return NULL;
2141} 1908}
2142 1909
2143/* 1910/*
2152 * str is the string to match against. Note that we match against 1919 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1920 * 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 1921 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1922 * to be unique.
2156 */ 1923 */
2157 1924object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1925present_in_ob_by_name (int type, const char *str, const object *op)
1926{
2159 object *tmp; 1927 object *tmp;
2160 1928
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1929 for (tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1930 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1931 return tmp;
2164 } 1932
2165 return NULL; 1933 return 0;
2166} 1934}
2167 1935
2168/* 1936/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1937 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1938 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1939 * The first matching object is returned, or NULL if none.
2172 */ 1940 */
2173 1941object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1942present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1943{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1944 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1945 if (tmp->arch == at)
2178 return tmp; 1946 return tmp;
1947
2179 return NULL; 1948 return NULL;
2180} 1949}
2181 1950
2182/* 1951/*
2183 * activate recursively a flag on an object inventory 1952 * activate recursively a flag on an object inventory
2184 */ 1953 */
1954void
2185void flag_inv(object*op, int flag){ 1955flag_inv (object *op, int flag)
2186 object *tmp; 1956{
2187 if(op->inv) 1957 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1959 {
2189 SET_FLAG(tmp, flag); 1960 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1961 flag_inv (tmp, flag);
2191 } 1962 }
1963}
1964
2192}/* 1965/*
2193 * desactivate recursively a flag on an object inventory 1966 * deactivate recursively a flag on an object inventory
2194 */ 1967 */
1968void
2195void unflag_inv(object*op, int flag){ 1969unflag_inv (object *op, int flag)
2196 object *tmp; 1970{
2197 if(op->inv) 1971 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1972 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1973 {
2199 CLEAR_FLAG(tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1975 unflag_inv (tmp, flag);
2201 } 1976 }
2202} 1977}
2203 1978
2204/* 1979/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1980 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1981 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1982 * 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. 1983 * him/her-self and all object carried by a call to this function.
2209 */ 1984 */
2210 1985void
2211void set_cheat(object *op) { 1986set_cheat (object *op)
1987{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1988 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1989 flag_inv (op, FLAG_WAS_WIZ);
2214} 1990}
2215 1991
2216/* 1992/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1993 * 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 1994 * a spot at the given map and coordinates which will be able to contain
2232 * because arch_blocked (now ob_blocked) needs to know the movement type 2008 * because arch_blocked (now ob_blocked) needs to know the movement type
2233 * to know if the space in question will block the object. We can't use 2009 * 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 2010 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 2011 * customized, changed states, etc.
2236 */ 2012 */
2237 2013int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2014find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2015{
2239 int i,index=0, flag; 2016 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 2017 int altern[SIZEOFFREE];
2241 2018
2242 for(i=start;i<stop;i++) { 2019 for (int i = start; i < stop; i++)
2020 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2021 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2022 if (!flag)
2245 altern[index++]=i; 2023 altern [index++] = i;
2246 2024
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* 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. 2026 * 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 - 2027 * 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 2028 * 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 2029 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2254 */ 2032 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2033 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2034 stop = maxfree[i];
2257 } 2035 }
2258 if(!index) return -1; 2036
2037 if (!index)
2038 return -1;
2039
2259 return altern[RANDOM()%index]; 2040 return altern[RANDOM () % index];
2260} 2041}
2261 2042
2262/* 2043/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2046 * 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. 2047 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2048 */
2268 2049int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2051{
2271 for(i=0;i<SIZEOFFREE;i++) { 2052 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2053 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2054 return i;
2274 } 2055
2275 return -1; 2056 return -1;
2276} 2057}
2277 2058
2278/* 2059/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2063 */
2064static void
2282static void permute(int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2283{ 2066{
2284 int i, j, tmp, len; 2067 arr += begin;
2068 end -= begin;
2285 2069
2286 len = end-begin; 2070 while (--end)
2287 for(i = begin; i < end; i++) 2071 swap (arr [end], arr [RANDOM () % (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2072}
2296 2073
2297/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2075 * 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 2076 * 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 2077 * 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 2078 * 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. 2079 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2080 */
2081void
2304void get_search_arr(int *search_arr) 2082get_search_arr (int *search_arr)
2305{ 2083{
2306 int i; 2084 int i;
2307 2085
2308 for(i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2087 search_arr[i] = i;
2311 }
2312 2088
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2092}
2317 2093
2318/* 2094/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2095 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2096 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info 2102 * 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 2103 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2104 * there is capable of.
2329 */ 2105 */
2330 2106int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2107find_dir (maptile *m, int x, int y, object *exclude)
2108{
2332 int i,max=SIZEOFFREE, mflags; 2109 int i, max = SIZEOFFREE, mflags;
2110
2333 sint16 nx, ny; 2111 sint16 nx, ny;
2334 object *tmp; 2112 object *tmp;
2335 mapstruct *mp; 2113 maptile *mp;
2114
2336 MoveType blocked, move_type; 2115 MoveType blocked, move_type;
2337 2116
2338 if (exclude && exclude->head) { 2117 if (exclude && exclude->head)
2118 {
2339 exclude = exclude->head; 2119 exclude = exclude->head;
2340 move_type = exclude->move_type; 2120 move_type = exclude->move_type;
2341 } else { 2121 }
2122 else
2123 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2124 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2125 move_type = MOVE_ALL;
2126 }
2127
2128 for (i = 1; i < max; i++)
2344 } 2129 {
2345
2346 for(i=1;i<max;i++) {
2347 mp = m; 2130 mp = m;
2348 nx = x + freearr_x[i]; 2131 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2132 ny = y + freearr_y[i];
2350 2133
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2134 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2135
2352 if (mflags & P_OUT_OF_MAP) { 2136 if (mflags & P_OUT_OF_MAP)
2137 max = maxfree[i];
2138 else
2139 {
2140 mapspace &ms = mp->at (nx, ny);
2141
2142 blocked = ms.move_block;
2143
2144 if ((move_type & blocked) == move_type)
2353 max = maxfree[i]; 2145 max = maxfree[i];
2354 } else {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2356
2357 if ((move_type & blocked) == move_type) {
2358 max=maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2146 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2147 {
2148 for (tmp = ms.bottom; tmp; tmp = tmp->above)
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2149 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2150 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2151 break;
2364 } 2152
2365 }
2366 if(tmp) { 2153 if (tmp)
2367 return freedir[i]; 2154 return freedir[i];
2368 }
2369 } 2155 }
2370 } 2156 }
2371 } 2157 }
2158
2372 return 0; 2159 return 0;
2373} 2160}
2374 2161
2375/* 2162/*
2376 * distance(object 1, object 2) will return the square of the 2163 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2164 * distance between the two given objects.
2378 */ 2165 */
2379 2166int
2380int distance(const object *ob1, const object *ob2) { 2167distance (const object *ob1, const object *ob2)
2381 int i; 2168{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2169 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2170}
2386 2171
2387/* 2172/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2173 * 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 2174 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2175 * object, needs to travel toward it.
2391 */ 2176 */
2392 2177int
2393int find_dir_2(int x, int y) { 2178find_dir_2 (int x, int y)
2179{
2394 int q; 2180 int q;
2395 2181
2396 if(y) 2182 if (y)
2397 q=x*100/y; 2183 q = x * 100 / y;
2398 else if (x) 2184 else if (x)
2399 q= -300*x; 2185 q = -300 * x;
2400 else 2186 else
2401 return 0; 2187 return 0;
2402 2188
2403 if(y>0) { 2189 if (y > 0)
2190 {
2404 if(q < -242) 2191 if (q < -242)
2405 return 3 ; 2192 return 3;
2406 if (q < -41) 2193 if (q < -41)
2407 return 2 ; 2194 return 2;
2408 if (q < 41) 2195 if (q < 41)
2409 return 1 ; 2196 return 1;
2410 if (q < 242) 2197 if (q < 242)
2411 return 8 ; 2198 return 8;
2412 return 7 ; 2199 return 7;
2413 } 2200 }
2414 2201
2415 if (q < -242) 2202 if (q < -242)
2416 return 7 ; 2203 return 7;
2417 if (q < -41) 2204 if (q < -41)
2418 return 6 ; 2205 return 6;
2419 if (q < 41) 2206 if (q < 41)
2420 return 5 ; 2207 return 5;
2421 if (q < 242) 2208 if (q < 242)
2422 return 4 ; 2209 return 4;
2423 2210
2424 return 3 ; 2211 return 3;
2425} 2212}
2426 2213
2427/* 2214/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2215 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2216 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2217 * "overflow" in previous calculations of a direction).
2431 */ 2218 */
2432 2219
2220int
2433int absdir(int d) { 2221absdir (int d)
2434 while(d<1) d+=8; 2222{
2435 while(d>8) d-=8; 2223 while (d < 1)
2224 d += 8;
2225
2226 while (d > 8)
2227 d -= 8;
2228
2436 return d; 2229 return d;
2437} 2230}
2438 2231
2439/* 2232/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2235 */
2443 2236
2237int
2444int dirdiff(int dir1, int dir2) { 2238dirdiff (int dir1, int dir2)
2239{
2445 int d; 2240 int d;
2241
2446 d = abs(dir1 - dir2); 2242 d = abs (dir1 - dir2);
2447 if(d>4) 2243 if (d > 4)
2448 d = 8 - d; 2244 d = 8 - d;
2245
2449 return d; 2246 return d;
2450} 2247}
2451 2248
2452/* peterm: 2249/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2250 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2456 * This basically means that if direction is 15, then it could either go 2253 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are. 2254 * 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 2255 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2256 * functions.
2460 */ 2257 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2258int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2259 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2260 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2261 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2262 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2263 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2264 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2265 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2266 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2267 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2268 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2269 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2270 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2271 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2272 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2273 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2274 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2275 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2276 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2277 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2278 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2279 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2280 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2281 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2282 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2283 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2284 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2285 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2286 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2287 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2288 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2289 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2290 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2291 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2292 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2293 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2294 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2295 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2296 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2297 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2298 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2299 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2300 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2301 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2302 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2303 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2304 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2305 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2306 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2307 {24, 9, -1}
2308}; /* 48 */
2512 2309
2513/* Recursive routine to step back and see if we can 2310/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2311 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2312 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2313 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2314 * Modified to be map tile aware -.MSW
2518 */ 2315 */
2519 2316int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2317can_see_monsterP (maptile *m, int x, int y, int dir)
2318{
2522 sint16 dx, dy; 2319 sint16 dx, dy;
2523 int mflags; 2320 int mflags;
2524 2321
2322 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2323 return 0; /* exit condition: invalid direction */
2526 2324
2527 dx = x + freearr_x[dir]; 2325 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2326 dy = y + freearr_y[dir];
2529 2327
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2328 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2329
2532 /* This functional arguably was incorrect before - it was 2330 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2331 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2332 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2333 * 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 2334 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2335 * at least its move type.
2538 */ 2336 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2337 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2338 return 0;
2540 2339
2541 /* yes, can see. */ 2340 /* yes, can see. */
2542 if(dir < 9) return 1; 2341 if (dir < 9)
2342 return 1;
2343
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2344 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2346 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2347}
2547 2348
2548
2549
2550/* 2349/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2350 * 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 2351 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2352 * picked up, otherwise 0.
2554 * 2353 *
2556 * core dumps if they do. 2355 * core dumps if they do.
2557 * 2356 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2357 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2358 */
2560 2359
2360int
2561int can_pick(const object *who, const object *item) { 2361can_pick (const object *who, const object *item)
2362{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2363 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2364 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2365 !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} 2366}
2567
2568 2367
2569/* 2368/*
2570 * create clone from object to another 2369 * create clone from object to another
2571 */ 2370 */
2371object *
2572object *object_create_clone (object *asrc) { 2372object_create_clone (object *asrc)
2373{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2374 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2375
2575 if(!asrc) return NULL; 2376 if (!asrc)
2377 return 0;
2378
2576 src = asrc; 2379 src = asrc;
2577 if(src->head) 2380 if (src->head)
2578 src = src->head; 2381 src = src->head;
2579 2382
2580 prev = NULL; 2383 prev = 0;
2581 for(part = src; part; part = part->more) { 2384 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2385 {
2583 copy_object(part,tmp); 2386 tmp = part->clone ();
2584 tmp->x -= src->x; 2387 tmp->x -= src->x;
2585 tmp->y -= src->y; 2388 tmp->y -= src->y;
2389
2586 if(!part->head) { 2390 if (!part->head)
2391 {
2587 dst = tmp; 2392 dst = tmp;
2588 tmp->head = NULL;
2589 } else {
2590 tmp->head = dst; 2393 tmp->head = 0;
2591 } 2394 }
2395 else
2396 tmp->head = dst;
2397
2592 tmp->more = NULL; 2398 tmp->more = 0;
2399
2593 if(prev) 2400 if (prev)
2594 prev->more = tmp; 2401 prev->more = tmp;
2402
2595 prev = tmp; 2403 prev = tmp;
2596 } 2404 }
2597 /*** copy inventory ***/ 2405
2598 for(item = src->inv; item; item = item->below) { 2406 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2407 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2408
2602 return dst; 2409 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} 2410}
2612 2411
2613/* GROS - Creates an object using a string representing its content. */ 2412/* 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 */ 2413/* 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, */ 2414/* 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. */ 2415/* 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. */ 2416/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2417/* Also remember that multiparts objects are not supported for now. */
2619 2418object *
2620object* load_object_str(const char *obstr) 2419load_object_str (const char *obstr)
2621{ 2420{
2622 object *op; 2421 object *op;
2623 char filename[MAX_BUF]; 2422 char filename[MAX_BUF];
2423
2624 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2424 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2625 2425
2626 FILE *tempfile=fopen(filename,"w"); 2426 FILE *tempfile = fopen (filename, "w");
2427
2627 if (tempfile == NULL) 2428 if (tempfile == NULL)
2628 { 2429 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2430 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2431 return NULL;
2631 }; 2432 }
2433
2632 fprintf(tempfile,obstr); 2434 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2435 fclose (tempfile);
2634 2436
2635 op=get_object(); 2437 op = object::create ();
2636 2438
2637 object_thawer thawer (filename); 2439 object_thawer thawer (filename);
2440
2638 if (thawer) 2441 if (thawer)
2639 load_object(thawer,op,LO_NEWFILE,0); 2442 load_object (thawer, op, 0);
2443
2640 LOG(llevDebug," load str completed, object=%s\n",op->name); 2444 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2641 CLEAR_FLAG(op,FLAG_REMOVED); 2445 CLEAR_FLAG (op, FLAG_REMOVED);
2642 2446
2643 return op; 2447 return op;
2644} 2448}
2645 2449
2646/* This returns the first object in who's inventory that 2450/* This returns the first object in who's inventory that
2647 * has the same type and subtype match. 2451 * has the same type and subtype match.
2648 * returns NULL if no match. 2452 * returns NULL if no match.
2649 */ 2453 */
2454object *
2650object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2455find_obj_by_type_subtype (const object *who, int type, int subtype)
2651{ 2456{
2652 object *tmp;
2653
2654 for (tmp=who->inv; tmp; tmp=tmp->below) 2457 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2655 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2458 if (tmp->type == type && tmp->subtype == subtype)
2459 return tmp;
2656 2460
2657 return NULL; 2461 return 0;
2658} 2462}
2659 2463
2660/* If ob has a field named key, return the link from the list, 2464/* If ob has a field named key, return the link from the list,
2661 * otherwise return NULL. 2465 * otherwise return NULL.
2662 * 2466 *
2663 * key must be a passed in shared string - otherwise, this won't 2467 * key must be a passed in shared string - otherwise, this won't
2664 * do the desired thing. 2468 * do the desired thing.
2665 */ 2469 */
2470key_value *
2666key_value * get_ob_key_link(const object * ob, const char * key) { 2471get_ob_key_link (const object *ob, const char *key)
2667 key_value * link; 2472{
2668
2669 for (link = ob->key_values; link != NULL; link = link->next) { 2473 for (key_value *link = ob->key_values; link; link = link->next)
2670 if (link->key == key) { 2474 if (link->key == key)
2671 return link; 2475 return link;
2672 } 2476
2673 } 2477 return 0;
2674 2478}
2675 return NULL;
2676}
2677 2479
2678/* 2480/*
2679 * Returns the value of op has an extra_field for key, or NULL. 2481 * Returns the value of op has an extra_field for key, or NULL.
2680 * 2482 *
2681 * The argument doesn't need to be a shared string. 2483 * The argument doesn't need to be a shared string.
2682 * 2484 *
2683 * The returned string is shared. 2485 * The returned string is shared.
2684 */ 2486 */
2487const char *
2685const char * get_ob_key_value(const object * op, const char * const key) { 2488get_ob_key_value (const object *op, const char *const key)
2489{
2686 key_value * link; 2490 key_value *link;
2687 const char * canonical_key; 2491 shstr_cmp canonical_key (key);
2492
2493 if (!canonical_key)
2688 2494 {
2689 canonical_key = find_string(key);
2690
2691 if (canonical_key == NULL) {
2692 /* 1. There being a field named key on any object 2495 /* 1. There being a field named key on any object
2693 * implies there'd be a shared string to find. 2496 * implies there'd be a shared string to find.
2694 * 2. Since there isn't, no object has this field. 2497 * 2. Since there isn't, no object has this field.
2695 * 3. Therefore, *this* object doesn't have this field. 2498 * 3. Therefore, *this* object doesn't have this field.
2696 */ 2499 */
2697 return NULL; 2500 return 0;
2698 } 2501 }
2699 2502
2700 /* This is copied from get_ob_key_link() above - 2503 /* This is copied from get_ob_key_link() above -
2701 * only 4 lines, and saves the function call overhead. 2504 * only 4 lines, and saves the function call overhead.
2702 */ 2505 */
2703 for (link = op->key_values; link != NULL; link = link->next) { 2506 for (link = op->key_values; link; link = link->next)
2704 if (link->key == canonical_key) { 2507 if (link->key == canonical_key)
2705 return link->value; 2508 return link->value;
2706 } 2509
2707 } 2510 return 0;
2708 return NULL;
2709} 2511}
2710 2512
2711 2513
2712/* 2514/*
2713 * Updates the canonical_key in op to value. 2515 * 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 2519 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2718 * keys. 2520 * keys.
2719 * 2521 *
2720 * Returns TRUE on success. 2522 * Returns TRUE on success.
2721 */ 2523 */
2524int
2722int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2525set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2526{
2723 key_value * field = NULL, *last=NULL; 2527 key_value *field = NULL, *last = NULL;
2724 2528
2725 for (field=op->key_values; field != NULL; field=field->next) { 2529 for (field = op->key_values; field != NULL; field = field->next)
2530 {
2726 if (field->key != canonical_key) { 2531 if (field->key != canonical_key)
2532 {
2727 last = field; 2533 last = field;
2728 continue; 2534 continue;
2729 } 2535 }
2730 2536
2731 if (field->value) FREE_AND_CLEAR_STR(field->value);
2732 if (value) 2537 if (value)
2733 field->value = add_string(value); 2538 field->value = value;
2734 else { 2539 else
2540 {
2735 /* Basically, if the archetype has this key set, 2541 /* Basically, if the archetype has this key set,
2736 * we need to store the null value so when we save 2542 * we need to store the null value so when we save
2737 * it, we save the empty value so that when we load, 2543 * it, we save the empty value so that when we load,
2738 * we get this value back again. 2544 * we get this value back again.
2739 */ 2545 */
2740 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2546 if (get_ob_key_link (&op->arch->clone, canonical_key))
2741 field->value = NULL; 2547 field->value = 0;
2742 else { 2548 else
2743 /* Delete this link */ 2549 {
2744 if (field->key) FREE_AND_CLEAR_STR(field->key); 2550 if (last)
2745 if (field->value) FREE_AND_CLEAR_STR(field->value);
2746 if (last) last->next = field->next; 2551 last->next = field->next;
2552 else
2747 else op->key_values = field->next; 2553 op->key_values = field->next;
2554
2748 free(field); 2555 delete field;
2749 } 2556 }
2750 } 2557 }
2751 return TRUE; 2558 return TRUE;
2752 } 2559 }
2753 /* IF we get here, key doesn't exist */ 2560 /* IF we get here, key doesn't exist */
2754 2561
2755 /* No field, we'll have to add it. */ 2562 /* No field, we'll have to add it. */
2756 2563
2757 if (!add_key) { 2564 if (!add_key)
2758 return FALSE; 2565 return FALSE;
2759 } 2566
2760 /* There isn't any good reason to store a null 2567 /* There isn't any good reason to store a null
2761 * value in the key/value list. If the archetype has 2568 * value in the key/value list. If the archetype has
2762 * this key, then we should also have it, so shouldn't 2569 * this key, then we should also have it, so shouldn't
2763 * be here. If user wants to store empty strings, 2570 * be here. If user wants to store empty strings,
2764 * should pass in "" 2571 * should pass in ""
2765 */ 2572 */
2766 if (value == NULL) return TRUE; 2573 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; 2574 return TRUE;
2575
2576 field = new key_value;
2577
2578 field->key = canonical_key;
2579 field->value = value;
2580 /* Usual prepend-addition. */
2581 field->next = op->key_values;
2582 op->key_values = field;
2583
2584 return TRUE;
2777} 2585}
2778 2586
2779/* 2587/*
2780 * Updates the key in op to value. 2588 * Updates the key in op to value.
2781 * 2589 *
2783 * and not add new ones. 2591 * and not add new ones.
2784 * In general, should be little reason FALSE is ever passed in for add_key 2592 * In general, should be little reason FALSE is ever passed in for add_key
2785 * 2593 *
2786 * Returns TRUE on success. 2594 * Returns TRUE on success.
2787 */ 2595 */
2596int
2788int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2597set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2789 const char * canonical_key = NULL; 2598{
2790 int floating_ref = FALSE; 2599 shstr key_ (key);
2791 int ret; 2600
2601 return set_ob_key_value_s (op, key_, value, add_key);
2602}
2603
2604object::depth_iterator::depth_iterator (object *container)
2605: iterator_base (container)
2606{
2607 while (item->inv)
2608 item = item->inv;
2609}
2610
2611void
2612object::depth_iterator::next ()
2613{
2614 if (item->below)
2792 2615 {
2793 /* HACK This mess is to make sure set_ob_value() passes a shared string 2616 item = item->below;
2794 * to get_ob_key_link(), without leaving a leaked refcount. 2617
2795 */ 2618 while (item->inv)
2619 item = item->inv;
2796 2620 }
2797 canonical_key = find_string(key); 2621 else
2798 if (canonical_key == NULL) { 2622 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} 2623}
2624
2625// return a suitable string describing an objetc in enough detail to find it
2626const char *
2627object::debug_desc (char *info) const
2628{
2629 char info2[256 * 3];
2630 char *p = info;
2631
2632 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2633 count,
2634 &name,
2635 title ? " " : "",
2636 title ? (const char *)title : "");
2637
2638 if (env)
2639 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2640
2641 if (map)
2642 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2643
2644 return info;
2645}
2646
2647const char *
2648object::debug_desc () const
2649{
2650 static char info[256 * 3];
2651 return debug_desc (info);
2652}
2653

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