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Comparing deliantra/server/common/object.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.95 by root, Wed Dec 27 05:42:08 2006 UTC

1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.1 2006/08/13 17:16:00 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 22*/
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h>
41#include <loader.h> 33#include <loader.h>
42#ifdef MEMORY_DEBUG 34
43int nroffreeobjects = 0; 35#include <bitset>
36
44int nrofallocobjects = 0; 37int nrofallocobjects = 0;
45#undef OBJ_EXPAND 38static UUID uuid;
46#define OBJ_EXPAND 1 39const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 40
53object *objects; /* Pointer to the list of used objects */
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
56 42
57void (*object_free_callback)(object *ob); 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58
59short freearr_x[SIZEOFFREE]=
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
62short freearr_y[SIZEOFFREE]= 45};
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 47 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 48};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 49int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 50 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
51};
68int freedir[SIZEOFFREE]= { 52int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
55};
71 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
72 133
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
135static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 136compare_ob_value_lists_one (const object *wants, const object *has)
137{
75 key_value * wants_field; 138 key_value *wants_field;
76 139
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 140 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
80 */ 143 */
81 144
82 /* For each field in wants, */ 145 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
147 {
84 key_value * has_field; 148 key_value *has_field;
85 149
86 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
152
153 if (has_field == NULL)
88 154 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 155 /* No field with that name. */
91 return FALSE; 156 return FALSE;
92 } 157 }
93 158
94 /* Found the matching field. */ 159 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 160 if (has_field->value != wants_field->value)
161 {
96 /* Values don't match, so this half of the comparison is false. */ 162 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 163 return FALSE;
98 } 164 }
99 165
100 /* If we get here, we found a match. Now for the next field in wants. */ 166 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 167 }
168
103 /* If we get here, every field in wants has a matching field in has. */ 169 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 170 return TRUE;
105} 171}
106 172
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 173/* Returns TRUE if ob1 has the same key_values as ob2. */
174static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 175compare_ob_value_lists (const object *ob1, const object *ob2)
176{
109 /* However, there may be fields in has which aren't partnered in wants, 177 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 178 * so we need to run the comparison *twice*. :(
111 */ 179 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 180 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 181}
114 182
115/* Function examines the 2 objects given to it, and returns true if 183/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 184 * they can be merged together.
117 * 185 *
118 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
121 * 189 *
122 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
123 * 191 *
124 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
125 * check weight 193 * check weight
126 */ 194 */
127 195
128int CAN_MERGE(object *ob1, object *ob2) { 196bool object::can_merge_slow (object *ob1, object *ob2)
129 197{
130 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 199 if (ob1 == ob2
132 200 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 201 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 202 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 203 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 204 return 0;
140 205
206 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 209 * used to store nrof).
144 */ 210 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 212 return 0;
147 213
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 214 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 215 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 216 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 217 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 218 * flags lose any meaning.
168 */ 219 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 220 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 222
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 225
175 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 228 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 229 || ob1->title != ob2->title
179 */ 230 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 231 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 248 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 249 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 251 return 0;
210 252
253 /* This is really a spellbook check - really, we should
254 * check all objects in the inventory.
255 */
256 if (ob1->inv || ob2->inv)
257 {
258 /* if one object has inventory but the other doesn't, not equiv */
259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
260 return 0;
261
262 /* Now check to see if the two inventory objects could merge */
263 if (!object::can_merge (ob1->inv, ob2->inv))
264 return 0;
265
266 /* inventory ok - still need to check rest of this object to see
267 * if it is valid.
268 */
269 }
270
211 /* Don't merge objects that are applied. With the new 'body' code, 271 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 272 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 273 * some items equipped, and we don't want those to merge.
214 */ 274 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 275 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 276 return 0;
217 277
278 /* Note sure why the following is the case - either the object has to
279 * be animated or have a very low speed. Is this an attempted monster
280 * check?
281 */
282 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED)
283 return 0;
284
218 switch (ob1->type) { 285 switch (ob1->type)
286 {
219 case SCROLL: 287 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 288 if (ob1->level != ob2->level)
289 return 0;
221 break; 290 break;
222
223 } 291 }
292
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 293 if (ob1->key_values != NULL || ob2->key_values != NULL)
294 {
225 /* At least one of these has key_values. */ 295 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 296 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 297 /* One has fields, but the other one doesn't. */
228 return 0; 298 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 299 else if (!compare_ob_value_lists (ob1, ob2))
230 return 0; 300 return 0;
231 } 301 }
302
303 //TODO: generate an event or call into perl for additional checks
304 if (ob1->self || ob2->self)
232 } 305 {
306 ob1->optimise ();
307 ob2->optimise ();
233 308
309 if (ob1->self || ob2->self)
310 return 0;
311 }
312
234 /* Everything passes, must be OK. */ 313 /* Everything passes, must be OK. */
235 return 1; 314 return 1;
236} 315}
237 316
238/* 317/*
239 * sum_weight() is a recursive function which calculates the weight 318 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 319 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 320 * containers are carrying, and sums it up.
242 */ 321 */
243signed long sum_weight(object *op) { 322long
323sum_weight (object *op)
324{
244 signed long sum; 325 long sum;
245 object *inv; 326 object *inv;
327
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 328 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below)
329 {
247 if (inv->inv) 330 if (inv->inv)
248 sum_weight(inv); 331 sum_weight (inv);
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 333 }
334
251 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
253 if(op->carrying != sum) 338 if (op->carrying != sum)
254 op->carrying = sum; 339 op->carrying = sum;
340
255 return sum; 341 return sum;
256} 342}
257 343
258/** 344/**
259 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
260 */ 346 */
261 347
348object *
262object *object_get_env_recursive (object *op) { 349object_get_env_recursive (object *op)
350{
263 while (op->env != NULL) 351 while (op->env != NULL)
264 op = op->env; 352 op = op->env;
265 return op; 353 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 354}
280 355
281/* 356/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 358 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
285 */ 360 */
286 361
287void dump_object2(object *op) { 362char *
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 363dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 364{
342 char *cp; 365 if (!op)
366 return strdup ("[NULLOBJ]");
343 367
344 if(op==NULL) 368 object_freezer freezer;
345 { 369 save_object (freezer, op, 1);
346 strcpy(outstr,"[NULL pointer]"); 370 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 371}
384 372
385/* 373/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 376 * If it's not a multi-object, it is returned.
389 */ 377 */
390 378
379object *
391object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
392 object *tmp,*closest; 382 object *tmp, *closest;
393 int last_dist,i; 383 int last_dist, i;
384
394 if(op->more==NULL) 385 if (op->more == NULL)
395 return op; 386 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
399 return closest; 390 return closest;
400} 391}
401 392
402/* 393/*
403 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
404 */ 395 */
405 396
397object *
406object *find_object(tag_t i) { 398find_object (tag_t i)
407 object *op; 399{
408 for(op=objects;op!=NULL;op=op->next) 400 for (object *op = object::first; op; op = op->next)
409 if(op->count==i) 401 if (op->count == i)
410 break; 402 return op;
403
411 return op; 404 return 0;
412} 405}
413 406
414/* 407/*
415 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
418 */ 411 */
419 412
413object *
420object *find_object_name(const char *str) { 414find_object_name (const char *str)
421 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
422 object *op; 417 object *op;
418
423 for(op=objects;op!=NULL;op=op->next) 419 for (op = object::first; op != NULL; op = op->next)
424 if(op->name==name) 420 if (op->name == str_)
425 break; 421 break;
426 free_string(name); 422
427 return op; 423 return op;
428} 424}
429 425
426void
430void free_all_object_data(void) { 427free_all_object_data ()
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{ 428{
472 if (!op) return; 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479} 430}
480
481
482 431
483/* 432/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 434 * skill and experience objects.
486 */ 435 */
487void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
488{ 438{
489 if(owner==NULL||op==NULL) 439 if (!owner)
490 return; 440 return;
491 441
492 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the 444 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts 446 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid. 447 * didn't match, this check is valid and I believe that cause is valid.
498 */ 448 */
499 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
500 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
501 451
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner; 452 this->owner = owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */
531 if (clone->type == PLAYER) owner=clone;
532 else return;
533 }
534 set_owner(op, owner);
535
536}
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 453}
556 454
557/* Zero the key_values on op, decrementing the shared-string 455/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 456 * refcounts and freeing the links.
559 */ 457 */
458static void
560static void free_key_values(object * op) { 459free_key_values (object *op)
561 key_value * i; 460{
562 key_value * next = NULL; 461 for (key_value *i = op->key_values; i != 0;)
563 462 {
564 if (op->key_values == NULL) return; 463 key_value *next = i->next;
464 delete i;
465
466 i = next;
565 467 }
566 for (i = op->key_values; i != NULL; i = next) { 468
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 469 op->key_values = 0;
577} 470}
578 471
579
580/* 472/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 event *evt;
588 event *evt2;
589
590 /* redo this to be simpler/more efficient. Was also seeing
591 * crashes in the old code. Move this to the top - am
592 * seeing periodic crashes in this code, and would like to have
593 * as much info available as possible (eg, object name).
594 */
595 for (evt = op->events; evt; evt=evt2) {
596 evt2 = evt->next;
597
598 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
599 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
600 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
601
602 free(evt);
603 }
604 op->events = NULL;
605
606 free_key_values(op);
607
608 /* the memset will clear all these values for us, but we need
609 * to reduce the refcount on them.
610 */
611 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
612 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
613 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
614 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
615 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
616 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
617 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
618 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
619 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
620
621
622 memset((void*)op, 0, sizeof (object_special));
623 /* Below here, we clear things that are not done by the memset,
624 * or set default values that are not zero.
625 */
626 /* This is more or less true */
627 SET_FLAG(op, FLAG_REMOVED);
628
629
630 op->contr = NULL;
631 op->below=NULL;
632 op->above=NULL;
633 op->inv=NULL;
634 op->events=NULL;
635 op->container=NULL;
636 op->env=NULL;
637 op->more=NULL;
638 op->head=NULL;
639 op->map=NULL;
640 op->refcount=0;
641 op->active_next = NULL;
642 op->active_prev = NULL;
643 /* What is not cleared is next, prev, and count */
644
645 op->expmul=1.0;
646 op->face = blank_face;
647 op->attacked_by_count = (tag_t) -1;
648 if (settings.casting_time)
649 op->casting_time = -1;
650
651}
652
653/*
654 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
655 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
656 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
657 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
658 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
659 * will point at garbage. 478 * will point at garbage.
660 */ 479 */
480void
481object::copy_to (object *dst)
482{
483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
661 485
662void copy_object(object *op2, object *op) { 486 *(object_copy *)dst = *this;
663 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
664 event *evt, *evt2, *evt_new;
665 487
666 /* Decrement the refcounts, but don't bother zeroing the fields; 488 if (is_freed)
667 they'll be overwritten by memcpy. */ 489 SET_FLAG (dst, FLAG_FREED);
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678 490
679 /* Basically, same code as from clear_object() */ 491 if (is_removed)
680 for (evt = op->events; evt; evt=evt2) { 492 SET_FLAG (dst, FLAG_REMOVED);
681 evt2 = evt->next;
682 493
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook); 494 if (speed < 0)
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694
695 if(is_freed) SET_FLAG(op,FLAG_FREED);
696 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
697 if(op->name!=NULL) add_refcount(op->name);
698 if(op->name_pl!=NULL) add_refcount(op->name_pl);
699 if(op->title!=NULL) add_refcount(op->title);
700 if(op->race!=NULL) add_refcount(op->race);
701 if(op->slaying!=NULL) add_refcount(op->slaying);
702 if(op->skill!=NULL) add_refcount(op->skill);
703 if(op->lore!=NULL) add_refcount(op->lore);
704 if(op->msg!=NULL) add_refcount(op->msg);
705 if(op->custom_name!=NULL) add_refcount(op->custom_name);
706 if (op->materialname != NULL) add_refcount(op->materialname);
707
708 if((op2->speed<0) && !editor)
709 op->speed_left=op2->speed_left-RANDOM()%200/100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
710 496
711 /* Copy over event information */
712 evt2 = NULL;
713 for (evt = op2->events; evt; evt=evt->next) {
714 evt_new = (event *) malloc(sizeof(event));
715 memcpy(evt_new, evt, sizeof(event));
716 if (evt_new->hook) add_refcount(evt_new->hook);
717 if (evt_new->plugin) add_refcount(evt_new->plugin);
718 if (evt_new->options) add_refcount(evt_new->options);
719 evt_new->next = NULL;
720
721 /* Try to be a little clever here, and store away the
722 * last event we copied, so that its simpler to update the
723 * pointer.
724 */
725 if (evt2)
726 evt2->next = evt_new;
727 else
728 op->events = evt_new;
729
730 evt2 = evt_new;
731 }
732 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
733 if (op2->key_values != NULL) { 498 if (key_values)
734 key_value * tail = NULL; 499 {
500 key_value *tail = 0;
735 key_value * i; 501 key_value *i;
736 502
737 op->key_values = NULL; 503 dst->key_values = 0;
738 504
739 for (i = op2->key_values; i != NULL; i = i->next) { 505 for (i = key_values; i; i = i->next)
740 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 506 {
507 key_value *new_link = new key_value;
741 508
742 new_link->next = NULL; 509 new_link->next = 0;
743 new_link->key = add_refcount(i->key); 510 new_link->key = i->key;
744 if (i->value) 511 new_link->value = i->value;
745 new_link->value = add_refcount(i->value);
746 else
747 new_link->value = NULL;
748 512
749 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
750 if (op->key_values == NULL) { 514 if (!dst->key_values)
751 op->key_values = new_link; 515 {
752 tail = new_link; 516 dst->key_values = new_link;
753 } else { 517 tail = new_link;
754 tail->next = new_link; 518 }
755 tail = new_link; 519 else
520 {
521 tail->next = new_link;
522 tail = new_link;
523 }
524 }
756 } 525 }
757 }
758 }
759
760 update_ob_speed(op);
761}
762 526
763/* 527 dst->set_speed (dst->speed);
764 * expand_objects() allocates more objects for the list of unused objects.
765 * It is called from get_object() if the unused list is empty.
766 */
767
768void expand_objects(void) {
769 int i;
770 object *obj;
771 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
772
773 if(obj==NULL)
774 fatal(OUT_OF_MEMORY);
775 free_objects=obj;
776 obj[0].prev=NULL;
777 obj[0].next= &obj[1],
778 SET_FLAG(&(obj[0]), FLAG_REMOVED);
779 SET_FLAG(&(obj[0]), FLAG_FREED);
780
781 for(i=1;i<OBJ_EXPAND-1;i++) {
782 obj[i].next= &obj[i+1],
783 obj[i].prev= &obj[i-1],
784 SET_FLAG(&(obj[i]), FLAG_REMOVED);
785 SET_FLAG(&(obj[i]), FLAG_FREED);
786 }
787 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
788 obj[OBJ_EXPAND-1].next=NULL,
789 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
791
792 nrofallocobjects += OBJ_EXPAND;
793 nroffreeobjects += OBJ_EXPAND;
794} 528}
795 529
796/*
797 * get_object() grabs an object from the list of unused objects, makes
798 * sure it is initialised, and returns it.
799 * If there are no free objects, expand_objects() is called to get more.
800 */
801
802object *get_object(void) {
803 object *op; 530object *
804 531object::clone ()
805 if(free_objects==NULL) { 532{
806 expand_objects(); 533 object *neu = create ();
807 } 534 copy_to (neu);
808 op=free_objects;
809#ifdef MEMORY_DEBUG
810 /* The idea is hopefully by doing a realloc, the memory
811 * debugging program will now use the current stack trace to
812 * report leaks.
813 */
814 op = realloc(op, sizeof(object));
815 SET_FLAG(op, FLAG_REMOVED);
816 SET_FLAG(op, FLAG_FREED);
817#endif
818
819 if(!QUERY_FLAG(op,FLAG_FREED)) {
820 LOG(llevError,"Fatal: Getting busy object.\n");
821 }
822 free_objects=op->next;
823 if(free_objects!=NULL)
824 free_objects->prev=NULL;
825 op->count= ++ob_count;
826 op->name=NULL;
827 op->name_pl=NULL;
828 op->title=NULL;
829 op->race=NULL;
830 op->slaying=NULL;
831 op->skill = NULL;
832 op->lore=NULL;
833 op->msg=NULL;
834 op->materialname=NULL;
835 op->next=objects;
836 op->prev=NULL;
837 op->active_next = NULL;
838 op->active_prev = NULL;
839 if(objects!=NULL)
840 objects->prev=op;
841 objects=op;
842 clear_object(op);
843 SET_FLAG(op,FLAG_REMOVED);
844 nroffreeobjects--;
845 return op; 535 return neu;
846} 536}
847 537
848/* 538/*
849 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
850 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
851 * be called to update the face variable, _and_ how it looks on the map. 541 * be called to update the face variable, _and_ how it looks on the map.
852 */ 542 */
853 543
544void
854void update_turn_face(object *op) { 545update_turn_face (object *op)
546{
855 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 547 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL)
856 return; 548 return;
857 SET_ANIMATION(op, op->direction); 549 SET_ANIMATION (op, op->direction);
858 update_object(op,UP_OBJ_FACE); 550 update_object (op, UP_OBJ_FACE);
859} 551}
860 552
861/* 553/*
862 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
863 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
864 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
865 */ 557 */
866 558void
867void update_ob_speed(object *op) { 559object::set_speed (float speed)
560{
868 extern int arch_init; 561 extern int arch_init;
869 562
870 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
871 * since they never really need to be updated. 564 * since they never really need to be updated.
872 */ 565 */
873 566 if (flag [FLAG_FREED] && speed)
874 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) { 567 {
875 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
876#ifdef MANY_CORES 569 speed = 0;
877 abort();
878#else
879 op->speed = 0;
880#endif
881 } 570 }
571
572 this->speed = speed;
573
882 if (arch_init) { 574 if (arch_init)
883 return;
884 }
885 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
886 /* If already on active list, don't do anything */
887 if (op->active_next || op->active_prev || op==active_objects)
888 return; 575 return;
889 576
577 if (FABS (speed) > MIN_ACTIVE_SPEED)
578 {
579 /* If already on active list, don't do anything */
580 if (active_next || active_prev || this == active_objects)
581 return;
582
890 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
891 * of the list. */ 584 * of the list. */
892 op->active_next = active_objects; 585 active_next = active_objects;
893 if (op->active_next!=NULL) 586
894 op->active_next->active_prev = op; 587 if (active_next)
895 active_objects = op; 588 active_next->active_prev = this;
589
590 active_objects = this;
591 }
592 else
896 } 593 {
897 else {
898 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
899 if (!op->active_next && !op->active_prev && op!=active_objects) 595 if (!active_next && !active_prev && this != active_objects)
900 return; 596 return;
901 597
902 if (op->active_prev==NULL) { 598 if (!active_prev)
599 {
903 active_objects = op->active_next; 600 active_objects = active_next;
904 if (op->active_next!=NULL) 601
905 op->active_next->active_prev = NULL;
906 }
907 else {
908 op->active_prev->active_next = op->active_next;
909 if (op->active_next) 602 if (active_next)
603 active_next->active_prev = 0;
604 }
605 else
606 {
607 active_prev->active_next = active_next;
608
609 if (active_next)
910 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
911 } 611 }
912 op->active_next = NULL; 612
913 op->active_prev = NULL; 613 active_next = 0;
614 active_prev = 0;
914 } 615 }
915} 616}
916 617
917/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
918 * objects. 619 * objects.
920 * reference maps where you don't want an object that isn't 621 * reference maps where you don't want an object that isn't
921 * in play chewing up cpu time getting processed. 622 * in play chewing up cpu time getting processed.
922 * The reverse of this is to call update_ob_speed, which 623 * The reverse of this is to call update_ob_speed, which
923 * will do the right thing based on the speed of the object. 624 * will do the right thing based on the speed of the object.
924 */ 625 */
626void
925void remove_from_active_list(object *op) 627remove_from_active_list (object *op)
926{ 628{
927 /* If not on the active list, nothing needs to be done */ 629 /* If not on the active list, nothing needs to be done */
928 if (!op->active_next && !op->active_prev && op!=active_objects) 630 if (!op->active_next && !op->active_prev && op != active_objects)
929 return; 631 return;
930 632
931 if (op->active_prev==NULL) { 633 if (op->active_prev == NULL)
634 {
932 active_objects = op->active_next; 635 active_objects = op->active_next;
933 if (op->active_next!=NULL) 636 if (op->active_next != NULL)
934 op->active_next->active_prev = NULL; 637 op->active_next->active_prev = NULL;
638 }
639 else
935 } 640 {
936 else {
937 op->active_prev->active_next = op->active_next; 641 op->active_prev->active_next = op->active_next;
938 if (op->active_next) 642 if (op->active_next)
939 op->active_next->active_prev = op->active_prev; 643 op->active_next->active_prev = op->active_prev;
940 } 644 }
941 op->active_next = NULL; 645 op->active_next = NULL;
942 op->active_prev = NULL; 646 op->active_prev = NULL;
943} 647}
944 648
945/* 649/*
946 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
947 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
948 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
949 * invisible object, etc...) 653 * invisible object, etc...)
950 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
951 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
952 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
953 * 657 *
954 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
955 * For example, if the only thing that has changed is the face (due to
956 * an animation), we don't need to call update_position until that actually
957 * comes into view of a player. OTOH, many other things, like addition/removal
958 * of walls or living creatures may need us to update the flags now.
959 * current action are: 659 * current action are:
960 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
961 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
962 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
963 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
964 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
965 */ 665 */
966 666void
967void update_object(object *op, int action) { 667update_object (object *op, int action)
968 int update_now=0, flags; 668{
969 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
970 670
971 if (op == NULL) { 671 if (op == NULL)
672 {
972 /* this should never happen */ 673 /* this should never happen */
973 LOG(llevDebug,"update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
974 return; 675 return;
975 }
976 676 }
977 if(op->env!=NULL) { 677
678 if (op->env)
679 {
978 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
979 * to do in this case. 681 * to do in this case.
980 */ 682 */
981 return; 683 return;
982 } 684 }
983 685
984 /* If the map is saving, don't do anything as everything is 686 /* If the map is saving, don't do anything as everything is
985 * going to get freed anyways. 687 * going to get freed anyways.
986 */ 688 */
987 if (!op->map || op->map->in_memory == MAP_SAVING) return; 689 if (!op->map || op->map->in_memory == MAP_SAVING)
988 690 return;
691
989 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
990 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
991 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 694 {
992 LOG(llevError,"update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
993#ifdef MANY_CORES 696#ifdef MANY_CORES
994 abort(); 697 abort ();
995#endif 698#endif
996 return; 699 return;
997 }
998 700 }
999 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1000 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1001 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1002 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1003 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1004 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1005 701
702 mapspace &m = op->ms ();
703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
1006 if (action == UP_OBJ_INSERT) { 706 else if (action == UP_OBJ_INSERT)
707 {
708 // this is likely overkill, TODO: revisit (schmorp)
1007 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1008 update_now=1;
1009
1010 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1011 update_now=1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1012 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1013 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1014 update_now=1; 715 || (m.move_on | op->move_on ) != m.move_on
1015 716 || (m.move_off | op->move_off ) != m.move_off
1016 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 717 || (m.move_slow | op->move_slow) != m.move_slow
1017 update_now=1;
1018
1019 if ((move_on | op->move_on) != move_on) update_now=1;
1020 if ((move_off | op->move_off) != move_off) update_now=1;
1021 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
1022 * to have move_allow right now. 719 * to have move_allow right now.
1023 */ 720 */
1024 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1025 update_now=1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1026 if ((move_slow | op->move_slow) != move_slow) update_now=1; 723 m.flags_ = P_NEED_UPDATE;
1027 } 724 }
1028 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
1029 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
1030 * that is being removed. 727 * that is being removed.
1031 */ 728 */
1032 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1033 update_now=1; 730 m.flags_ = P_NEED_UPDATE;
1034 } else if (action == UP_OBJ_FACE) { 731 else if (action == UP_OBJ_FACE)
1035 /* Nothing to do for that case */ 732 /* Nothing to do for that case */ ;
1036 }
1037 else { 733 else
1038 LOG(llevError,"update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
1039 }
1040 735
1041 if (update_now) {
1042 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1043 update_position(op->map, op->x, op->y);
1044 }
1045
1046 if(op->more!=NULL) 736 if (op->more)
1047 update_object(op->more, action); 737 update_object (op->more, action);
1048} 738}
1049 739
740object::vector object::objects; // not yet used
741object *object::first;
1050 742
1051/* 743object::object ()
1052 * free_object() frees everything allocated by an object, removes 744{
1053 * it from the list of used objects, and puts it on the list of
1054 * free objects. The IS_FREED() flag is set in the object.
1055 * The object must have been removed by remove_ob() first for
1056 * this function to succeed.
1057 *
1058 * If free_inventory is set, free inventory as well. Else drop items in
1059 * inventory to the ground.
1060 */
1061
1062void free_object(object *ob) {
1063 free_object2(ob, 0);
1064}
1065void free_object2(object *ob, int free_inventory) {
1066 object *tmp,*op;
1067
1068 if (object_free_callback)
1069 object_free_callback (ob);
1070
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) {
1072 LOG(llevDebug,"Free object called with non removed object\n");
1073 dump_object(ob);
1074#ifdef MANY_CORES
1075 abort();
1076#endif
1077 }
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) {
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n");
1080 remove_friendly_object(ob);
1081 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) {
1083 dump_object(ob);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 }
1087 if(ob->more!=NULL) {
1088 free_object2(ob->more, free_inventory);
1089 ob->more=NULL;
1090 }
1091 if (ob->inv) {
1092 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects
1094 * drop on that space.
1095 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY ||
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL))
1098 {
1099 op=ob->inv;
1100 while(op!=NULL) {
1101 tmp=op->below;
1102 remove_ob(op);
1103 free_object2(op, free_inventory);
1104 op=tmp;
1105 }
1106 }
1107 else { /* Put objects in inventory onto this space */
1108 op=ob->inv;
1109 while(op!=NULL) {
1110 tmp=op->below;
1111 remove_ob(op);
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1114 free_object(op);
1115 else {
1116 op->x=ob->x;
1117 op->y=ob->y;
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1119 }
1120 op=tmp;
1121 }
1122 }
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127
1128 SET_FLAG(ob, FLAG_FREED); 745 SET_FLAG (this, FLAG_REMOVED);
1129 ob->count = 0;
1130 746
747 expmul = 1.0;
748 face = blank_face;
749}
750
751object::~object ()
752{
753 free_key_values (this);
754}
755
756void object::link ()
757{
758 count = ++ob_count;
759 uuid = gen_uuid ();
760
761 prev = 0;
762 next = object::first;
763
764 if (object::first)
765 object::first->prev = this;
766
767 object::first = this;
768}
769
770void object::unlink ()
771{
772 if (this == object::first)
773 object::first = next;
774
1131 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) { 776 if (prev) prev->next = next;
1133 objects=ob->next; 777 if (next) next->prev = prev;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152 778
779 prev = 0;
780 next = 0;
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 // need to check first, because the checks below might segfault
791 // as we might be on an invalid mapspace and crossfire code
792 // is too buggy to ensure that the inventory is empty.
793 // corollary: if you create arrows etc. with stuff in tis inventory,
794 // cf will crash below with off-map x and y
795 if (!inv)
796 return;
797
798 /* Only if the space blocks everything do we not process -
799 * if some form of movement is allowed, let objects
800 * drop on that space.
801 */
802 if (!drop_to_ground
803 || !map
804 || map->in_memory != MAP_IN_MEMORY
805 || ms ().move_block == MOVE_ALL)
1153 806 {
1154 /* Why aren't events freed? */ 807 while (inv)
1155 free_key_values(ob); 808 {
809 inv->destroy_inv (drop_to_ground);
810 inv->destroy ();
811 }
812 }
813 else
814 { /* Put objects in inventory onto this space */
815 while (inv)
816 {
817 object *op = inv;
1156 818
1157#if 0 /* MEMORY_DEBUG*/ 819 if (op->flag [FLAG_STARTEQUIP]
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 820 || op->flag [FLAG_NO_DROP]
1159 * presumes the freed_object will stick around for at least a little 821 || op->type == RUNE
1160 * bit 822 || op->type == TRAP
1161 */ 823 || op->flag [FLAG_IS_A_TEMPLATE])
1162 /* this is necessary so that memory debugging programs will 824 op->destroy ();
1163 * be able to accurately report source of malloc. If we recycle 825 else
1164 * objects, then some other area may be doing the get_object 826 map->insert (op, x, y);
1165 * and not freeing it, but the original one that malloc'd the 827 }
1166 * object will get the blame. 828 }
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} 829}
1180 830
1181/* 831object *object::create ()
1182 * count_free() returns the number of objects on the list of free objects. 832{
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects; 833 object *op = new object;
1188 while(tmp!=NULL) 834 op->link ();
1189 tmp=tmp->next, i++;
1190 return i; 835 return op;
1191} 836}
1192 837
1193/* 838void
1194 * count_used() returns the number of objects on the list of used objects. 839object::do_destroy ()
1195 */ 840{
841 if (flag [FLAG_IS_LINKED])
842 remove_button_link (this);
1196 843
1197int count_used(void) { 844 if (flag [FLAG_FRIENDLY])
1198 int i=0; 845 remove_friendly_object (this);
1199 object *tmp=objects; 846
1200 while(tmp!=NULL) 847 if (!flag [FLAG_REMOVED])
1201 tmp=tmp->next, i++; 848 remove ();
849
850 if (flag [FLAG_FREED])
1202 return i; 851 return;
1203}
1204 852
1205/* 853 set_speed (0);
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208 854
1209int count_active(void) { 855 flag [FLAG_FREED] = 1;
1210 int i=0; 856
1211 object *tmp=active_objects; 857 attachable::do_destroy ();
1212 while(tmp!=NULL) 858
1213 tmp=tmp->active_next, i++; 859 destroy_inv (true);
860 unlink ();
861
862 // hack to ensure that freed objects still have a valid map
863 {
864 static maptile *freed_map; // freed objects are moved here to avoid crashes
865
866 if (!freed_map)
867 {
868 freed_map = new maptile;
869
870 freed_map->name = "/internal/freed_objects_map";
871 freed_map->width = 3;
872 freed_map->height = 3;
873
874 freed_map->allocate ();
875 }
876
877 map = freed_map;
878 x = 1;
879 y = 1;
880 }
881
882 head = 0;
883
884 if (more)
885 {
886 more->destroy ();
887 more = 0;
888 }
889
890 // clear those pointers that likely might have circular references to us
891 owner = 0;
892 enemy = 0;
893 attacked_by = 0;
894
895 // only relevant for players(?), but make sure of it anyways
896 contr = 0;
897}
898
899void
900object::destroy (bool destroy_inventory)
901{
902 if (destroyed ())
1214 return i; 903 return;
904
905 if (destroy_inventory)
906 destroy_inv (false);
907
908 attachable::destroy ();
1215} 909}
1216 910
1217/* 911/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 912 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 913 * weight of an object (and what is carried by it's environment(s)).
1220 */ 914 */
1221 915void
1222void sub_weight (object *op, signed long weight) { 916sub_weight (object *op, signed long weight)
917{
1223 while (op != NULL) { 918 while (op != NULL)
919 {
1224 if (op->type == CONTAINER) { 920 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 921 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 922
1227 op->carrying-=weight; 923 op->carrying -= weight;
1228 op = op->env; 924 op = op->env;
1229 } 925 }
1230} 926}
1231 927
1232/* remove_ob(op): 928/* op->remove ():
1233 * This function removes the object op from the linked list of objects 929 * 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 930 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 931 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 932 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 933 * the previous environment.
1238 * Beware: This function is called from the editor as well! 934 * Beware: This function is called from the editor as well!
1239 */ 935 */
1240 936void
1241void remove_ob(object *op) { 937object::remove ()
938{
1242 object *tmp,*last=NULL; 939 object *tmp, *last = 0;
1243 object *otmp; 940 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 941
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 942 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 943 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 944
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); 945 SET_FLAG (this, FLAG_REMOVED);
946 INVOKE_OBJECT (REMOVE, this);
1270 947
948 if (more)
949 more->remove ();
950
1271 /* 951 /*
1272 * In this case, the object to be removed is in someones 952 * In this case, the object to be removed is in someones
1273 * inventory. 953 * inventory.
1274 */ 954 */
1275 if(op->env!=NULL) { 955 if (env)
1276 if(op->nrof) 956 {
957 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 958 sub_weight (env, weight * nrof);
1278 else 959 else
1279 sub_weight(op->env, op->weight+op->carrying); 960 sub_weight (env, weight + carrying);
1280 961
1281 /* NO_FIX_PLAYER is set when a great many changes are being 962 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 963 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 964 * to save cpu time.
1284 */ 965 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 966 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 967 otmp->update_stats ();
1287 fix_player(otmp);
1288 968
1289 if(op->above!=NULL) 969 if (above != NULL)
1290 op->above->below=op->below; 970 above->below = below;
1291 else 971 else
1292 op->env->inv=op->below; 972 env->inv = below;
1293 973
1294 if(op->below!=NULL) 974 if (below != NULL)
1295 op->below->above=op->above; 975 below->above = above;
1296 976
1297 /* we set up values so that it could be inserted into 977 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 978 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 979 * to the caller to decide what we want to do.
1300 */ 980 */
1301 op->x=op->env->x,op->y=op->env->y; 981 x = env->x, y = env->y;
1302 op->ox=op->x,op->oy=op->y; 982 map = env->map;
1303 op->map=op->env->map; 983 above = 0, below = 0;
1304 op->above=NULL,op->below=NULL; 984 env = 0;
1305 op->env=NULL; 985 }
1306 return; 986 else if (map)
1307 } 987 {
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had 988 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about 989 * lots of logic for things we no longer care about
1332 */ 990 */
1333 991
1334 /* link the object above us */ 992 /* link the object above us */
1335 if (op->above) 993 if (above)
1336 op->above->below=op->below; 994 above->below = below;
1337 else 995 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 996 map->at (x, y).top = below; /* we were top, set new top */
1339 997
1340 /* Relink the object below us, if there is one */ 998 /* Relink the object below us, if there is one */
1341 if(op->below) { 999 if (below)
1342 op->below->above=op->above; 1000 below->above = above;
1343 } else { 1001 else
1002 {
1344 /* Nothing below, which means we need to relink map object for this space 1003 /* 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 1004 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1005 * evident
1347 */ 1006 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1007 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op); 1008 {
1009 char *dump = dump_object (this);
1010 LOG (llevError,
1350 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1011 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1351 dump_object(GET_MAP_OB(m,x,y)); 1012 free (dump);
1352 LOG(llevError,"%s\n",errmsg); 1013 dump = dump_object (GET_MAP_OB (map, x, y));
1353 } 1014 LOG (llevError, "%s\n", dump);
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1015 free (dump);
1355 } 1016 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1017
1018 map->at (x, y).bot = above; /* goes on above it. */
1019 }
1020
1021 above = 0;
1022 below = 0;
1023
1359 if (op->map->in_memory == MAP_SAVING) 1024 if (map->in_memory == MAP_SAVING)
1360 return; 1025 return;
1361 1026
1362 tag = op->count; 1027 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1028
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1029 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1030 {
1365 /* No point updating the players look faces if he is the object 1031 /* No point updating the players look faces if he is the object
1366 * being removed. 1032 * being removed.
1367 */ 1033 */
1368 1034
1369 if(tmp->type==PLAYER && tmp!=op) { 1035 if (tmp->type == PLAYER && tmp != this)
1036 {
1370 /* If a container that the player is currently using somehow gets 1037 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1038 * removed (most likely destroyed), update the player view
1372 * appropriately. 1039 * appropriately.
1373 */ 1040 */
1374 if (tmp->container==op) { 1041 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1042 {
1376 tmp->container=NULL; 1043 flag [FLAG_APPLIED] = 0;
1377 } 1044 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1045 }
1379 } 1046
1047 if (tmp->contr->ns)
1048 tmp->contr->ns->floorbox_update ();
1049 }
1050
1380 /* See if player moving off should effect something */ 1051 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1052 if (check_walk_off
1053 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1054 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1055 {
1056 move_apply (tmp, this, 0);
1383 1057
1384 move_apply(tmp, op, NULL); 1058 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1059 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1060 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1061
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1062 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1063
1393 if(tmp->above == tmp) 1064 if (tmp->above == tmp)
1394 tmp->above = NULL; 1065 tmp->above = 0;
1395 last=tmp; 1066
1396 } 1067 last = tmp;
1068 }
1069
1397 /* last == NULL of there are no objects on this space */ 1070 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) { 1071 if (!last)
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1072 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 1073 else
1408 update_object(last, UP_OBJ_REMOVE); 1074 update_object (last, UP_OBJ_REMOVE);
1409 1075
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1076 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1077 update_all_los (map, x, y);
1412 1078 }
1413} 1079}
1414 1080
1415/* 1081/*
1416 * merge_ob(op,top): 1082 * merge_ob(op,top):
1417 * 1083 *
1418 * This function goes through all objects below and including top, and 1084 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1085 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1086 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1087 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1088 */
1423 1089object *
1424object *merge_ob(object *op, object *top) { 1090merge_ob (object *op, object *top)
1091{
1425 if(!op->nrof) 1092 if (!op->nrof)
1426 return 0; 1093 return 0;
1427 if(top==NULL) 1094
1095 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1096 for (top = op; top && top->above; top = top->above)
1097 ;
1098
1429 for(;top!=NULL;top=top->below) { 1099 for (; top; top = top->below)
1100 {
1430 if(top==op) 1101 if (top == op)
1431 continue; 1102 continue;
1432 if (CAN_MERGE(op,top)) 1103
1433 { 1104 if (object::can_merge (op, top))
1105 {
1434 top->nrof+=op->nrof; 1106 top->nrof += op->nrof;
1107
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1108/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1109 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1110 op->destroy ();
1438 free_object(op);
1439 return top; 1111 return top;
1440 } 1112 }
1441 } 1113 }
1114
1442 return NULL; 1115 return 0;
1443} 1116}
1444 1117
1445/* 1118/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1119 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1447 * job preparing multi-part monsters 1120 * job preparing multi-part monsters
1448 */ 1121 */
1122object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1123insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1124{
1451 if (op->head) 1125 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1126 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1127 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1128 tmp->y = y + tmp->arch->clone.y;
1456 } 1129 }
1130
1457 return insert_ob_in_map (op, m, originator, flag); 1131 return insert_ob_in_map (op, m, originator, flag);
1458} 1132}
1459 1133
1460/* 1134/*
1461 * insert_ob_in_map (op, map, originator, flag): 1135 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1136 * This function inserts the object in the two-way linked list
1475 * Return value: 1149 * Return value:
1476 * new object if 'op' was merged with other object 1150 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1151 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1152 * just 'op' otherwise
1479 */ 1153 */
1480 1154object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1155insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1156{
1483 object *tmp, *top, *floor=NULL; 1157 object *tmp, *top, *floor = NULL;
1484 sint16 x,y; 1158 sint16 x, y;
1485 1159
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1160 if (QUERY_FLAG (op, FLAG_FREED))
1161 {
1487 LOG (llevError, "Trying to insert freed object!\n"); 1162 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL; 1163 return NULL;
1164 }
1165
1166 if (m == NULL)
1489 } 1167 {
1490 if(m==NULL) { 1168 char *dump = dump_object (op);
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1169 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1493 return op; 1170 free (dump);
1171 return op;
1494 } 1172 }
1173
1495 if(out_of_map(m,op->x,op->y)) { 1174 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1175 {
1176 char *dump = dump_object (op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1177 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1498#ifdef MANY_CORES 1178#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1179 /* 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 1180 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1181 * improperly inserted.
1502 */ 1182 */
1503 abort(); 1183 abort ();
1504#endif 1184#endif
1505 return op; 1185 free (dump);
1186 return op;
1506 } 1187 }
1188
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1189 if (!QUERY_FLAG (op, FLAG_REMOVED))
1508 dump_object(op); 1190 {
1191 char *dump = dump_object (op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1192 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1510 return op; 1193 free (dump);
1194 return op;
1195 }
1196
1197 if (op->more)
1511 } 1198 {
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */ 1199 /* The part may be on a different map. */
1514 1200
1515 object *more = op->more; 1201 object *more = op->more;
1516 1202
1517 /* We really need the caller to normalize coordinates - if 1203 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within 1204 * 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 1205 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it. 1206 * is clear wrong do we normalize it.
1521 */ 1207 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1208 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); 1209 more->map = get_map_from_coord (m, &more->x, &more->y);
1527 } else if (!more->map) { 1210 else if (!more->map)
1211 {
1528 /* For backwards compatibility - when not dealing with tiled maps, 1212 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent. 1213 * more->map should always point to the parent.
1530 */ 1214 */
1531 more->map = m; 1215 more->map = m;
1532 } 1216 }
1533 1217
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1218 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1219 {
1535 if ( ! op->head) 1220 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1221 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL; 1222
1538 } 1223 return 0;
1224 }
1539 } 1225 }
1226
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1227 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1228
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 1229 /* 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 1230 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1231 * need extra work
1549 */ 1232 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1233 op->map = get_map_from_coord (m, &op->x, &op->y);
1551 x = op->x; 1234 x = op->x;
1552 y = op->y; 1235 y = op->y;
1553 1236
1554 /* this has to be done after we translate the coordinates. 1237 /* this has to be done after we translate the coordinates.
1555 */ 1238 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1239 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1240 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1241 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1242 {
1560 remove_ob(tmp); 1243 op->nrof += tmp->nrof;
1561 free_object(tmp); 1244 tmp->destroy ();
1562 } 1245 }
1563 }
1564 1246
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1247 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1248 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1249
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1250 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1251 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1252
1570 if (flag & INS_BELOW_ORIGINATOR) { 1253 if (flag & INS_BELOW_ORIGINATOR)
1254 {
1571 if (originator->map != op->map || originator->x != op->x || 1255 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1256 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1257 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1258 abort ();
1575 } 1259 }
1260
1576 op->above = originator; 1261 op->above = originator;
1577 op->below = originator->below; 1262 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1263
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1264 if (op->below)
1265 op->below->above = op;
1266 else
1267 op->ms ().bot = op;
1268
1580 /* since *below* originator, no need to update top */ 1269 /* since *below* originator, no need to update top */
1581 originator->below = op; 1270 originator->below = op;
1582 } else { 1271 }
1272 else
1273 {
1583 /* If there are other objects, then */ 1274 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1275 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL))
1276 {
1585 object *last=NULL; 1277 object *last = NULL;
1586 /* 1278
1279 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1280 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1281 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1282 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1283 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1284 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1285 * 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 1286 * 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 1287 * 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 1288 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1289 * that flying non pickable objects are spell objects.
1597 */ 1290 */
1598 1291
1599 while (top != NULL) { 1292 while (top != NULL)
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) || 1293 {
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top; 1294 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1602 if (QUERY_FLAG(top, FLAG_NO_PICK) 1295 floor = top;
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH)) 1296
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR)) 1297 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1605 { 1298 {
1606 /* We insert above top, so we want this object below this */ 1299 /* We insert above top, so we want this object below this */
1607 top=top->below; 1300 top = top->below;
1608 break; 1301 break;
1609 } 1302 }
1610 last = top; 1303
1611 top = top->above; 1304 last = top;
1612 } 1305 top = top->above;
1306 }
1307
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1308 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1309 top = last;
1615 1310
1616 /* We let update_position deal with figuring out what the space 1311 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1312 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1313 * makes things faster, and effectively the same result.
1619 */ 1314 */
1620 1315
1621 /* Have object 'fall below' other objects that block view. 1316 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1317 * Unless those objects are exits, type 66
1623 * If INS_ON_TOP is used, don't do this processing 1318 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1319 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1320 * stacking is a bit odd.
1626 */ 1321 */
1627 if (!(flag & INS_ON_TOP) && 1322 if (!(flag & INS_ON_TOP) &&
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1323 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1629 (op->face && !op->face->visibility)) { 1324 {
1630 for (last=top; last != floor; last=last->below) 1325 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1326 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1327 break;
1632 /* Check to see if we found the object that blocks view, 1328 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1329 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1330 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1331 * set top to the object below us.
1636 */ 1332 */
1637 if (last && last->below && last != floor) top=last->below; 1333 if (last && last->below && last != floor)
1638 } 1334 top = last->below;
1639 } /* If objects on this space */ 1335 }
1336 } /* If objects on this space */
1337
1640 if (flag & INS_MAP_LOAD) 1338 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1339 top = GET_MAP_TOP (op->map, op->x, op->y);
1340
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1341 if (flag & INS_ABOVE_FLOOR_ONLY)
1342 top = floor;
1643 1343
1644 /* Top is the object that our object (op) is going to get inserted above. 1344 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1345 */
1646 1346
1647 /* First object on this space */ 1347 /* First object on this space */
1648 if (!top) { 1348 if (!top)
1349 {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1350 op->above = GET_MAP_OB (op->map, op->x, op->y);
1650 if (op->above) op->above->below = op; 1351
1352 if (op->above)
1353 op->above->below = op;
1354
1651 op->below = NULL; 1355 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1356 op->ms ().bot = op;
1653 } else { /* get inserted into the stack above top */ 1357 }
1358 else
1359 { /* get inserted into the stack above top */
1654 op->above = top->above; 1360 op->above = top->above;
1655 if (op->above) op->above->below = op; 1361
1362 if (op->above)
1363 op->above->below = op;
1364
1656 op->below = top; 1365 op->below = top;
1657 top->above = op; 1366 top->above = op;
1658 } 1367 }
1368
1659 if (op->above==NULL) 1369 if (op->above == NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1370 op->ms ().top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1371 } /* else not INS_BELOW_ORIGINATOR */
1662 1372
1663 if(op->type==PLAYER) 1373 if (op->type == PLAYER)
1664 op->contr->do_los=1; 1374 op->contr->do_los = 1;
1665 1375
1666 /* If we have a floor, we know the player, if any, will be above 1376 /* 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. 1377 * it, so save a few ticks and start from there.
1668 */ 1378 */
1669 if (!(flag & INS_MAP_LOAD)) 1379 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1380 if (object *pl = op->ms ().player ())
1671 if (tmp->type == PLAYER) 1381 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1382 pl->contr->ns->floorbox_update ();
1673 }
1674 1383
1675 /* If this object glows, it may affect lighting conditions that are 1384 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1385 * 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 1386 * 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 1387 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1388 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1389 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1390 * or just updating the P_NEED_UPDATE for spaces within this area
1682 * of effect may be sufficient. 1391 * of effect may be sufficient.
1683 */ 1392 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1393 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1394 update_all_los (op->map, op->x, op->y);
1686 1395
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1396 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1397 update_object (op, UP_OBJ_INSERT);
1690 1398
1399 INVOKE_OBJECT (INSERT, op);
1691 1400
1692 /* Don't know if moving this to the end will break anything. However, 1401 /* 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. 1402 * we want to have floorbox_update called before calling this.
1694 * 1403 *
1695 * check_move_on() must be after this because code called from 1404 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1405 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1406 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1407 * update_object().
1699 */ 1408 */
1700 1409
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1410 /* 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) { 1411 if (!(flag & INS_NO_WALK_ON) && !op->head)
1412 {
1704 if (check_move_on(op, originator)) 1413 if (check_move_on (op, originator))
1705 return NULL; 1414 return 0;
1706 1415
1707 /* If we are a multi part object, lets work our way through the check 1416 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1417 * walk on's.
1709 */ 1418 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1419 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1420 if (check_move_on (tmp, originator))
1712 return NULL; 1421 return 0;
1713 } 1422 }
1423
1714 return op; 1424 return op;
1715} 1425}
1716 1426
1717/* this function inserts an object in the map, but if it 1427/* 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. 1428 * 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. 1429 * op is the object to insert it under: supplies x and the map.
1720 */ 1430 */
1431void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1432replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1433{
1723 object *tmp1; 1434 object *tmp, *tmp1;
1724 1435
1725 /* first search for itself and remove any old instances */ 1436 /* first search for itself and remove any old instances */
1726 1437
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1438 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 */ { 1439 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1440 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1441
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1442 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1443
1736 1444 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1445 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1446 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1447}
1448
1449object *
1450object::insert_at (object *where, object *originator, int flags)
1451{
1452 where->map->insert (this, where->x, where->y, originator, flags);
1453}
1740 1454
1741/* 1455/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1456 * 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 1457 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1458 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1459 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1460 * global static errmsg array.
1747 */ 1461 */
1748 1462object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1463get_split_ob (object *orig_ob, uint32 nr)
1464{
1750 object *newob; 1465 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1466 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1467
1753 if(orig_ob->nrof<nr) { 1468 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 } 1469 {
1470 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1471 return NULL;
1472 }
1473
1758 newob = object_create_clone(orig_ob); 1474 newob = object_create_clone (orig_ob);
1475
1759 if((orig_ob->nrof-=nr)<1) { 1476 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1477 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1478 else if (!is_removed)
1479 {
1765 if(orig_ob->env!=NULL) 1480 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1481 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1482 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1483 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1484 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"); 1485 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1486 return NULL;
1772 } 1487 }
1773 } 1488 }
1489
1774 newob->nrof=nr; 1490 newob->nrof = nr;
1775 1491
1776 return newob; 1492 return newob;
1777} 1493}
1778 1494
1779/* 1495/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1496 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1497 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1498 * is subsequently removed and freed.
1783 * 1499 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1500 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1501 */
1786 1502
1503object *
1787object *decrease_ob_nr (object *op, uint32 i) 1504decrease_ob_nr (object *op, uint32 i)
1788{ 1505{
1789 object *tmp; 1506 object *tmp;
1790 player *pl;
1791 1507
1792 if (i == 0) /* objects with op->nrof require this check */ 1508 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1509 return op;
1794 1510
1795 if (i > op->nrof) 1511 if (i > op->nrof)
1796 i = op->nrof; 1512 i = op->nrof;
1797 1513
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1514 if (QUERY_FLAG (op, FLAG_REMOVED))
1515 op->nrof -= i;
1516 else if (op->env)
1517 {
1518 /* is this object in the players inventory, or sub container
1519 * therein?
1520 */
1521 tmp = op->in_player ();
1522 /* nope. Is this a container the player has opened?
1523 * If so, set tmp to that player.
1524 * IMO, searching through all the players will mostly
1525 * likely be quicker than following op->env to the map,
1526 * and then searching the map for a player.
1527 */
1528 if (!tmp)
1529 for_all_players (pl)
1530 if (pl->ob->container == op->env)
1531 {
1532 tmp = pl->ob;
1533 break;
1534 }
1535
1536 if (i < op->nrof)
1537 {
1538 sub_weight (op->env, op->weight * i);
1539 op->nrof -= i;
1540 if (tmp)
1541 esrv_send_item (tmp, op);
1542 }
1543 else
1544 {
1545 op->remove ();
1546 op->nrof = 0;
1547 if (tmp)
1548 esrv_del_item (tmp->contr, op->count);
1549 }
1799 { 1550 }
1551 else
1552 {
1553 object *above = op->above;
1554
1555 if (i < op->nrof)
1800 op->nrof -= i; 1556 op->nrof -= i;
1801 }
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else { 1557 else
1558 {
1828 remove_ob (op); 1559 op->remove ();
1829 op->nrof = 0; 1560 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 }
1833 } 1561 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1562
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 */ 1563 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1564 for (tmp = above; tmp; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1565 if (tmp->type == PLAYER)
1566 {
1848 if (op->nrof) 1567 if (op->nrof)
1849 esrv_send_item(tmp, op); 1568 esrv_send_item (tmp, op);
1850 else 1569 else
1851 esrv_del_item(tmp->contr, op->count); 1570 esrv_del_item (tmp->contr, op->count);
1852 } 1571 }
1853 } 1572 }
1854 1573
1855 if (op->nrof) { 1574 if (op->nrof)
1856 return op; 1575 return op;
1857 } else { 1576 else
1858 free_object (op); 1577 {
1578 op->destroy ();
1859 return NULL; 1579 return 0;
1860 } 1580 }
1861} 1581}
1862 1582
1863/* 1583/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1584 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1585 * and also updates how much the environment(s) is/are carrying.
1866 */ 1586 */
1867 1587
1588void
1868void add_weight (object *op, signed long weight) { 1589add_weight (object *op, signed long weight)
1590{
1869 while (op!=NULL) { 1591 while (op != NULL)
1592 {
1870 if (op->type == CONTAINER) { 1593 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1594 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1595
1873 op->carrying+=weight; 1596 op->carrying += weight;
1874 op=op->env; 1597 op = op->env;
1875 } 1598 }
1876} 1599}
1877 1600
1601object *
1602insert_ob_in_ob (object *op, object *where)
1603{
1604 if (!where)
1605 {
1606 char *dump = dump_object (op);
1607 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1608 free (dump);
1609 return op;
1610 }
1611
1612 if (where->head)
1613 {
1614 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1615 where = where->head;
1616 }
1617
1618 return where->insert (op);
1619}
1620
1878/* 1621/*
1879 * insert_ob_in_ob(op,environment): 1622 * env->insert (op)
1880 * This function inserts the object op in the linked list 1623 * This function inserts the object op in the linked list
1881 * inside the object environment. 1624 * inside the object environment.
1882 * 1625 *
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 1626 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1627 * be != op, if items are merged. -Tero
1890 */ 1628 */
1891 1629
1892object *insert_ob_in_ob(object *op,object *where) { 1630object *
1631object::insert (object *op)
1632{
1893 object *tmp, *otmp; 1633 object *tmp, *otmp;
1894 1634
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1635 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1636 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1637
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) { 1638 if (op->more)
1639 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1640 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1641 return op;
1914 } 1642 }
1643
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1644 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1645 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1646 if (op->nrof)
1647 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1648 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1649 if (object::can_merge (tmp, op))
1650 {
1920 /* return the original object and remove inserted object 1651 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1652 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1653 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1654 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1655 * tmp->nrof, we need to increase the weight.
1925 */ 1656 */
1926 add_weight (where, op->weight*op->nrof); 1657 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1658 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1659 op->destroy (); /* free the inserted object */
1929 op = tmp; 1660 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1661 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1662 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1663 break;
1933 } 1664 }
1934 1665
1935 /* I assume combined objects have no inventory 1666 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1667 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1668 * (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 1669 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1670 * the linking below
1940 */ 1671 */
1941 add_weight (where, op->weight*op->nrof); 1672 add_weight (this, op->weight * op->nrof);
1673 }
1942 } else 1674 else
1943 add_weight (where, (op->weight+op->carrying)); 1675 add_weight (this, (op->weight + op->carrying));
1944 1676
1945 otmp=is_player_inv(where); 1677 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1678 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1679 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1680 otmp->update_stats ();
1949 }
1950 1681
1951 op->map=NULL; 1682 op->map = 0;
1952 op->env=where; 1683 op->env = this;
1953 op->above=NULL; 1684 op->above = 0;
1954 op->below=NULL; 1685 op->below = 0;
1955 op->x=0,op->y=0; 1686 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1687
1958 /* reset the light list and los of the players on the map */ 1688 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1689 if ((op->glow_radius != 0) && map)
1960 { 1690 {
1961#ifdef DEBUG_LIGHTS 1691#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1692 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1693#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1694 if (map->darkness)
1695 update_all_los (map, x, y);
1966 } 1696 }
1967 1697
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1698 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1699 * It sure simplifies this function...
1970 */ 1700 */
1971 if (where->inv==NULL) 1701 if (!inv)
1972 where->inv=op; 1702 inv = op;
1973 else { 1703 else
1704 {
1974 op->below = where->inv; 1705 op->below = inv;
1975 op->below->above = op; 1706 op->below->above = op;
1976 where->inv = op; 1707 inv = op;
1977 } 1708 }
1709
1710 INVOKE_OBJECT (INSERT, this);
1711
1978 return op; 1712 return op;
1979} 1713}
1980 1714
1981/* 1715/*
1982 * Checks if any objects has a move_type that matches objects 1716 * Checks if any objects has a move_type that matches objects
1996 * 1730 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1731 * 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 1732 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1733 * on top.
2000 */ 1734 */
2001 1735int
2002int check_move_on (object *op, object *originator) 1736check_move_on (object *op, object *originator)
2003{ 1737{
2004 object *tmp; 1738 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1739 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1740 int x = op->x, y = op->y;
1741
2008 MoveType move_on, move_slow, move_block; 1742 MoveType move_on, move_slow, move_block;
2009 1743
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1744 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1745 return 0;
1746
1747 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1748 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1749 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1750
1751 /* if nothing on this space will slow op down or be applied,
1752 * no need to do checking below. have to make sure move_type
1753 * is set, as lots of objects don't have it set - we treat that
1754 * as walking.
1755 */
1756 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1757 return 0;
1758
1759 /* This is basically inverse logic of that below - basically,
1760 * if the object can avoid the move on or slow move, they do so,
1761 * but can't do it if the alternate movement they are using is
1762 * blocked. Logic on this seems confusing, but does seem correct.
1763 */
1764 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1765 return 0;
1766
1767 /* The objects have to be checked from top to bottom.
1768 * Hence, we first go to the top:
1769 */
1770
1771 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1772 {
1773 /* Trim the search when we find the first other spell effect
1774 * this helps performance so that if a space has 50 spell objects,
1775 * we don't need to check all of them.
1776 */
1777 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1778 break;
1779 }
1780
1781 for (; tmp; tmp = tmp->below)
1782 {
1783 if (tmp == op)
1784 continue; /* Can't apply yourself */
1785
1786 /* Check to see if one of the movement types should be slowed down.
1787 * Second check makes sure that the movement types not being slowed
1788 * (~slow_move) is not blocked on this space - just because the
1789 * space doesn't slow down swimming (for example), if you can't actually
1790 * swim on that space, can't use it to avoid the penalty.
1791 */
1792 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1793 {
1794 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1795 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1796 {
1797
1798 float
1799 diff = tmp->move_slow_penalty * FABS (op->speed);
1800
1801 if (op->type == PLAYER)
1802 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1803 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1804 diff /= 4.0;
1805
1806 op->speed_left -= diff;
1807 }
1808 }
1809
1810 /* Basically same logic as above, except now for actual apply. */
1811 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1813 {
1814 move_apply (tmp, op, originator);
1815
1816 if (op->destroyed ())
1817 return 1;
1818
1819 /* what the person/creature stepped onto has moved the object
1820 * someplace new. Don't process any further - if we did,
1821 * have a feeling strange problems would result.
1822 */
1823 if (op->map != m || op->x != x || op->y != y)
1824 return 0;
1825 }
1826 }
1827
1828 return 0;
2091} 1829}
2092 1830
2093/* 1831/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1832 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1833 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1834 * The first matching object is returned, or NULL if none.
2097 */ 1835 */
2098 1836object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1837present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1838{
2101 if(m==NULL || out_of_map(m,x,y)) { 1839 if (m == NULL || out_of_map (m, x, y))
1840 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1841 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1842 return NULL;
2104 } 1843 }
1844
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1845 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2106 if(tmp->arch == at) 1846 if (tmp->arch == at)
2107 return tmp; 1847 return tmp;
1848
2108 return NULL; 1849 return NULL;
2109} 1850}
2110 1851
2111/* 1852/*
2112 * present(type, map, x, y) searches for any objects with 1853 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1854 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1855 * The first matching object is returned, or NULL if none.
2115 */ 1856 */
2116 1857object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1858present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1859{
2119 if(out_of_map(m,x,y)) { 1860 if (out_of_map (m, x, y))
1861 {
2120 LOG(llevError,"Present called outside map.\n"); 1862 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1863 return NULL;
2122 } 1864 }
1865
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1866 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2124 if(tmp->type==type) 1867 if (tmp->type == type)
2125 return tmp; 1868 return tmp;
1869
2126 return NULL; 1870 return NULL;
2127} 1871}
2128 1872
2129/* 1873/*
2130 * present_in_ob(type, object) searches for any objects with 1874 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1875 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1876 * The first matching object is returned, or NULL if none.
2133 */ 1877 */
2134 1878object *
2135object *present_in_ob(unsigned char type, const object *op) { 1879present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1880{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1881 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1882 if (tmp->type == type)
2139 return tmp; 1883 return tmp;
1884
2140 return NULL; 1885 return NULL;
2141} 1886}
2142 1887
2143/* 1888/*
2144 * present_in_ob (type, str, object) searches for any objects with 1889 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1897 * 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 1898 * 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 1899 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1900 * to be unique.
2156 */ 1901 */
2157 1902object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1903present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1904{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1905 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1906 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1907 return tmp;
2164 } 1908
2165 return NULL; 1909 return 0;
2166} 1910}
2167 1911
2168/* 1912/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1913 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1914 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1915 * The first matching object is returned, or NULL if none.
2172 */ 1916 */
2173 1917object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1918present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1919{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1920 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1921 if (tmp->arch == at)
2178 return tmp; 1922 return tmp;
1923
2179 return NULL; 1924 return NULL;
2180} 1925}
2181 1926
2182/* 1927/*
2183 * activate recursively a flag on an object inventory 1928 * activate recursively a flag on an object inventory
2184 */ 1929 */
1930void
2185void flag_inv(object*op, int flag){ 1931flag_inv (object *op, int flag)
2186 object *tmp; 1932{
2187 if(op->inv) 1933 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1934 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1935 {
2189 SET_FLAG(tmp, flag); 1936 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1937 flag_inv (tmp, flag);
2191 } 1938 }
1939}
1940
2192}/* 1941/*
2193 * desactivate recursively a flag on an object inventory 1942 * deactivate recursively a flag on an object inventory
2194 */ 1943 */
1944void
2195void unflag_inv(object*op, int flag){ 1945unflag_inv (object *op, int flag)
2196 object *tmp; 1946{
2197 if(op->inv) 1947 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1948 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1949 {
2199 CLEAR_FLAG(tmp, flag); 1950 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1951 unflag_inv (tmp, flag);
2201 } 1952 }
2202} 1953}
2203 1954
2204/* 1955/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1956 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1957 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1958 * 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. 1959 * him/her-self and all object carried by a call to this function.
2209 */ 1960 */
2210 1961void
2211void set_cheat(object *op) { 1962set_cheat (object *op)
1963{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1964 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1965 flag_inv (op, FLAG_WAS_WIZ);
2214} 1966}
2215 1967
2216/* 1968/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1969 * 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 1970 * 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 1984 * 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 1985 * 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 1986 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1987 * customized, changed states, etc.
2236 */ 1988 */
2237 1989int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1990find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1991{
2239 int i,index=0, flag; 1992 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 1993 int altern[SIZEOFFREE];
2241 1994
2242 for(i=start;i<stop;i++) { 1995 for (int i = start; i < stop; i++)
1996 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1997 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 1998 if (!flag)
2245 altern[index++]=i; 1999 altern [index++] = i;
2246 2000
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2001 /* 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. 2002 * 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 - 2003 * 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 2004 * 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 2005 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2006 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2007 * won't look 2 spaces south of the target space.
2254 */ 2008 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2009 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2010 stop = maxfree[i];
2257 } 2011 }
2258 if(!index) return -1; 2012
2013 if (!index)
2014 return -1;
2015
2259 return altern[RANDOM()%index]; 2016 return altern[RANDOM () % index];
2260} 2017}
2261 2018
2262/* 2019/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2020 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2021 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2022 * 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. 2023 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2024 */
2268 2025int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2026find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2027{
2271 for(i=0;i<SIZEOFFREE;i++) { 2028 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2029 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2030 return i;
2274 } 2031
2275 return -1; 2032 return -1;
2276} 2033}
2277 2034
2278/* 2035/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2036 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2037 * arr[begin..end-1].
2038 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2039 */
2040static void
2282static void permute(int *arr, int begin, int end) 2041permute (int *arr, int begin, int end)
2283{ 2042{
2284 int i, j, tmp, len; 2043 arr += begin;
2044 end -= begin;
2285 2045
2286 len = end-begin; 2046 while (--end)
2287 for(i = begin; i < end; i++) 2047 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} 2048}
2296 2049
2297/* new function to make monster searching more efficient, and effective! 2050/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2051 * 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 2052 * 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 2053 * 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 2054 * 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. 2055 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2056 */
2057void
2304void get_search_arr(int *search_arr) 2058get_search_arr (int *search_arr)
2305{ 2059{
2306 int i; 2060 int i;
2307 2061
2308 for(i = 0; i < SIZEOFFREE; i++) 2062 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2063 search_arr[i] = i;
2311 }
2312 2064
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2065 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2066 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2067 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2068}
2317 2069
2318/* 2070/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2071 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2072 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2077 * 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 2078 * 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 2079 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2080 * there is capable of.
2329 */ 2081 */
2330 2082int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2083find_dir (maptile *m, int x, int y, object *exclude)
2084{
2332 int i,max=SIZEOFFREE, mflags; 2085 int i, max = SIZEOFFREE, mflags;
2086
2333 sint16 nx, ny; 2087 sint16 nx, ny;
2334 object *tmp; 2088 object *tmp;
2335 mapstruct *mp; 2089 maptile *mp;
2090
2336 MoveType blocked, move_type; 2091 MoveType blocked, move_type;
2337 2092
2338 if (exclude && exclude->head) { 2093 if (exclude && exclude->head)
2094 {
2339 exclude = exclude->head; 2095 exclude = exclude->head;
2340 move_type = exclude->move_type; 2096 move_type = exclude->move_type;
2341 } else { 2097 }
2098 else
2099 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2100 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2101 move_type = MOVE_ALL;
2102 }
2103
2104 for (i = 1; i < max; i++)
2344 } 2105 {
2345 2106 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2107 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2108 ny = y + freearr_y[i];
2350 2109
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2110 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2111
2352 if (mflags & P_OUT_OF_MAP) { 2112 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2113 max = maxfree[i];
2354 } else { 2114 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2115 {
2116 mapspace &ms = mp->at (nx, ny);
2356 2117
2118 blocked = ms.move_block;
2119
2357 if ((move_type & blocked) == move_type) { 2120 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2121 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2122 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2123 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2124 for (tmp = ms.bot; tmp; tmp = tmp->above)
2125 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2126 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2127 break;
2364 } 2128
2365 } 2129 if (tmp)
2366 if(tmp) {
2367 return freedir[i]; 2130 return freedir[i];
2368 } 2131 }
2132 }
2369 } 2133 }
2370 } 2134
2371 }
2372 return 0; 2135 return 0;
2373} 2136}
2374 2137
2375/* 2138/*
2376 * distance(object 1, object 2) will return the square of the 2139 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2140 * distance between the two given objects.
2378 */ 2141 */
2379 2142int
2380int distance(const object *ob1, const object *ob2) { 2143distance (const object *ob1, const object *ob2)
2381 int i; 2144{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2145 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} 2146}
2386 2147
2387/* 2148/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2149 * 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 2150 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2151 * object, needs to travel toward it.
2391 */ 2152 */
2392 2153int
2393int find_dir_2(int x, int y) { 2154find_dir_2 (int x, int y)
2155{
2394 int q; 2156 int q;
2395 2157
2396 if(y) 2158 if (y)
2397 q=x*100/y; 2159 q = x * 100 / y;
2398 else if (x) 2160 else if (x)
2399 q= -300*x; 2161 q = -300 * x;
2400 else 2162 else
2401 return 0; 2163 return 0;
2402 2164
2403 if(y>0) { 2165 if (y > 0)
2166 {
2404 if(q < -242) 2167 if (q < -242)
2405 return 3 ; 2168 return 3;
2406 if (q < -41) 2169 if (q < -41)
2407 return 2 ; 2170 return 2;
2408 if (q < 41) 2171 if (q < 41)
2409 return 1 ; 2172 return 1;
2410 if (q < 242) 2173 if (q < 242)
2411 return 8 ; 2174 return 8;
2412 return 7 ; 2175 return 7;
2413 } 2176 }
2414 2177
2415 if (q < -242) 2178 if (q < -242)
2416 return 7 ; 2179 return 7;
2417 if (q < -41) 2180 if (q < -41)
2418 return 6 ; 2181 return 6;
2419 if (q < 41) 2182 if (q < 41)
2420 return 5 ; 2183 return 5;
2421 if (q < 242) 2184 if (q < 242)
2422 return 4 ; 2185 return 4;
2423 2186
2424 return 3 ; 2187 return 3;
2425} 2188}
2426 2189
2427/* 2190/*
2428 * absdir(int): Returns a number between 1 and 8, which represent 2191 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of 2192 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction). 2193 * "overflow" in previous calculations of a direction).
2431 */ 2194 */
2432 2195
2196int
2433int absdir(int d) { 2197absdir (int d)
2434 while(d<1) d+=8; 2198{
2435 while(d>8) d-=8; 2199 while (d < 1)
2200 d += 8;
2201
2202 while (d > 8)
2203 d -= 8;
2204
2436 return d; 2205 return d;
2437} 2206}
2438 2207
2439/* 2208/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2209 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2210 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2211 */
2443 2212
2213int
2444int dirdiff(int dir1, int dir2) { 2214dirdiff (int dir1, int dir2)
2215{
2445 int d; 2216 int d;
2217
2446 d = abs(dir1 - dir2); 2218 d = abs (dir1 - dir2);
2447 if(d>4) 2219 if (d > 4)
2448 d = 8 - d; 2220 d = 8 - d;
2221
2449 return d; 2222 return d;
2450} 2223}
2451 2224
2452/* peterm: 2225/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2226 * 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 2229 * 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. 2230 * 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 2231 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2232 * functions.
2460 */ 2233 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2234int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2235 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2236 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2237 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2238 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2239 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2240 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2241 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2242 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2243 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2244 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2245 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2246 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2247 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2248 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2249 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2250 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2251 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2252 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2253 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2254 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2255 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2256 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2257 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2258 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2259 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2260 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2261 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2262 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2263 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2264 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2265 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2266 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2267 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2268 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2269 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2270 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2271 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2272 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2273 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2274 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2275 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2276 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2277 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2278 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2279 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2280 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2281 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2282 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2283 {24, 9, -1}
2284}; /* 48 */
2512 2285
2513/* Recursive routine to step back and see if we can 2286/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2287 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2288 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2289 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2290 * Modified to be map tile aware -.MSW
2518 */ 2291 */
2519 2292int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2293can_see_monsterP (maptile *m, int x, int y, int dir)
2294{
2522 sint16 dx, dy; 2295 sint16 dx, dy;
2523 int mflags; 2296 int mflags;
2524 2297
2298 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2299 return 0; /* exit condition: invalid direction */
2526 2300
2527 dx = x + freearr_x[dir]; 2301 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2302 dy = y + freearr_y[dir];
2529 2303
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2304 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2305
2532 /* This functional arguably was incorrect before - it was 2306 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2307 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2308 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2309 * 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 2310 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2311 * at least its move type.
2538 */ 2312 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2313 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2314 return 0;
2540 2315
2541 /* yes, can see. */ 2316 /* yes, can see. */
2542 if(dir < 9) return 1; 2317 if (dir < 9)
2318 return 1;
2319
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2320 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2321 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2322 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2323}
2547 2324
2548
2549
2550/* 2325/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2326 * 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 2327 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2328 * picked up, otherwise 0.
2554 * 2329 *
2556 * core dumps if they do. 2331 * core dumps if they do.
2557 * 2332 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2333 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2334 */
2560 2335
2336int
2561int can_pick(const object *who, const object *item) { 2337can_pick (const object *who, const object *item)
2338{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2339 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2340 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2341 !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} 2342}
2567
2568 2343
2569/* 2344/*
2570 * create clone from object to another 2345 * create clone from object to another
2571 */ 2346 */
2347object *
2572object *object_create_clone (object *asrc) { 2348object_create_clone (object *asrc)
2349{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2350 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2351
2575 if(!asrc) return NULL; 2352 if (!asrc)
2353 return 0;
2354
2576 src = asrc; 2355 src = asrc;
2577 if(src->head) 2356 if (src->head)
2578 src = src->head; 2357 src = src->head;
2579 2358
2580 prev = NULL; 2359 prev = 0;
2581 for(part = src; part; part = part->more) { 2360 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2361 {
2583 copy_object(part,tmp); 2362 tmp = part->clone ();
2584 tmp->x -= src->x; 2363 tmp->x -= src->x;
2585 tmp->y -= src->y; 2364 tmp->y -= src->y;
2365
2586 if(!part->head) { 2366 if (!part->head)
2367 {
2587 dst = tmp; 2368 dst = tmp;
2588 tmp->head = NULL;
2589 } else {
2590 tmp->head = dst; 2369 tmp->head = 0;
2591 } 2370 }
2371 else
2372 tmp->head = dst;
2373
2592 tmp->more = NULL; 2374 tmp->more = 0;
2375
2593 if(prev) 2376 if (prev)
2594 prev->more = tmp; 2377 prev->more = tmp;
2378
2595 prev = tmp; 2379 prev = tmp;
2596 } 2380 }
2597 /*** copy inventory ***/ 2381
2598 for(item = src->inv; item; item = item->below) { 2382 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2383 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2384
2602 return dst; 2385 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} 2386}
2612 2387
2613/* GROS - Creates an object using a string representing its content. */ 2388/* 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 */ 2389/* 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, */ 2390/* 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. */ 2391/* 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. */ 2392/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */ 2393/* Also remember that multiparts objects are not supported for now. */
2619 2394object *
2620object* load_object_str(const char *obstr) 2395load_object_str (const char *obstr)
2621{ 2396{
2622 object *op; 2397 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF]; 2398 char filename[MAX_BUF];
2399
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir); 2400 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2401
2626 tempfile=fopen(filename,"w"); 2402 FILE *tempfile = fopen (filename, "w");
2403
2627 if (tempfile == NULL) 2404 if (tempfile == NULL)
2628 { 2405 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n"); 2406 LOG (llevError, "Error - Unable to access load object temp file\n");
2630 return NULL; 2407 return NULL;
2631 }; 2408 }
2409
2632 fprintf(tempfile,obstr); 2410 fprintf (tempfile, obstr);
2633 fclose(tempfile); 2411 fclose (tempfile);
2634 2412
2635 op=get_object(); 2413 op = object::create ();
2636 2414
2637 tempfile=fopen(filename,"r"); 2415 object_thawer thawer (filename);
2638 if (tempfile == NULL) 2416
2639 { 2417 if (thawer)
2640 LOG(llevError,"Error - Unable to read object temp file\n"); 2418 load_object (thawer, op, 0);
2641 return NULL; 2419
2642 };
2643 load_object(tempfile,op,LO_NEWFILE,0);
2644 LOG(llevDebug," load str completed, object=%s\n",op->name); 2420 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2645 CLEAR_FLAG(op,FLAG_REMOVED); 2421 CLEAR_FLAG (op, FLAG_REMOVED);
2646 fclose(tempfile); 2422
2647 return op; 2423 return op;
2648} 2424}
2649 2425
2650/* This returns the first object in who's inventory that 2426/* This returns the first object in who's inventory that
2651 * has the same type and subtype match. 2427 * has the same type and subtype match.
2652 * returns NULL if no match. 2428 * returns NULL if no match.
2653 */ 2429 */
2430object *
2654object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2431find_obj_by_type_subtype (const object *who, int type, int subtype)
2655{ 2432{
2656 object *tmp;
2657
2658 for (tmp=who->inv; tmp; tmp=tmp->below) 2433 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2659 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2434 if (tmp->type == type && tmp->subtype == subtype)
2435 return tmp;
2660 2436
2661 return NULL; 2437 return 0;
2662} 2438}
2663 2439
2664/* If ob has a field named key, return the link from the list, 2440/* If ob has a field named key, return the link from the list,
2665 * otherwise return NULL. 2441 * otherwise return NULL.
2666 * 2442 *
2667 * key must be a passed in shared string - otherwise, this won't 2443 * key must be a passed in shared string - otherwise, this won't
2668 * do the desired thing. 2444 * do the desired thing.
2669 */ 2445 */
2446key_value *
2670key_value * get_ob_key_link(const object * ob, const char * key) { 2447get_ob_key_link (const object *ob, const char *key)
2671 key_value * link; 2448{
2672
2673 for (link = ob->key_values; link != NULL; link = link->next) { 2449 for (key_value *link = ob->key_values; link; link = link->next)
2674 if (link->key == key) { 2450 if (link->key == key)
2675 return link; 2451 return link;
2676 } 2452
2677 } 2453 return 0;
2678 2454}
2679 return NULL;
2680}
2681 2455
2682/* 2456/*
2683 * Returns the value of op has an extra_field for key, or NULL. 2457 * Returns the value of op has an extra_field for key, or NULL.
2684 * 2458 *
2685 * The argument doesn't need to be a shared string. 2459 * The argument doesn't need to be a shared string.
2686 * 2460 *
2687 * The returned string is shared. 2461 * The returned string is shared.
2688 */ 2462 */
2463const char *
2689const char * get_ob_key_value(const object * op, const char * const key) { 2464get_ob_key_value (const object *op, const char *const key)
2465{
2690 key_value * link; 2466 key_value *link;
2691 const char * canonical_key; 2467 shstr_cmp canonical_key (key);
2468
2469 if (!canonical_key)
2692 2470 {
2693 canonical_key = find_string(key);
2694
2695 if (canonical_key == NULL) {
2696 /* 1. There being a field named key on any object 2471 /* 1. There being a field named key on any object
2697 * implies there'd be a shared string to find. 2472 * implies there'd be a shared string to find.
2698 * 2. Since there isn't, no object has this field. 2473 * 2. Since there isn't, no object has this field.
2699 * 3. Therefore, *this* object doesn't have this field. 2474 * 3. Therefore, *this* object doesn't have this field.
2700 */ 2475 */
2701 return NULL; 2476 return 0;
2702 } 2477 }
2703 2478
2704 /* This is copied from get_ob_key_link() above - 2479 /* This is copied from get_ob_key_link() above -
2705 * only 4 lines, and saves the function call overhead. 2480 * only 4 lines, and saves the function call overhead.
2706 */ 2481 */
2707 for (link = op->key_values; link != NULL; link = link->next) { 2482 for (link = op->key_values; link; link = link->next)
2708 if (link->key == canonical_key) { 2483 if (link->key == canonical_key)
2709 return link->value; 2484 return link->value;
2710 } 2485
2711 } 2486 return 0;
2712 return NULL;
2713} 2487}
2714 2488
2715 2489
2716/* 2490/*
2717 * Updates the canonical_key in op to value. 2491 * Updates the canonical_key in op to value.
2721 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2495 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2722 * keys. 2496 * keys.
2723 * 2497 *
2724 * Returns TRUE on success. 2498 * Returns TRUE on success.
2725 */ 2499 */
2500int
2726int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2501set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2502{
2727 key_value * field = NULL, *last=NULL; 2503 key_value *field = NULL, *last = NULL;
2728 2504
2729 for (field=op->key_values; field != NULL; field=field->next) { 2505 for (field = op->key_values; field != NULL; field = field->next)
2730 if (field->key != canonical_key) {
2731 last = field;
2732 continue;
2733 }
2734 2506 {
2735 if (field->value) FREE_AND_CLEAR_STR(field->value); 2507 if (field->key != canonical_key)
2736 if (value) 2508 {
2737 field->value = add_string(value); 2509 last = field;
2738 else { 2510 continue;
2511 }
2512
2513 if (value)
2514 field->value = value;
2515 else
2516 {
2739 /* Basically, if the archetype has this key set, 2517 /* Basically, if the archetype has this key set,
2740 * we need to store the null value so when we save 2518 * we need to store the null value so when we save
2741 * it, we save the empty value so that when we load, 2519 * it, we save the empty value so that when we load,
2742 * we get this value back again. 2520 * we get this value back again.
2743 */ 2521 */
2744 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2522 if (get_ob_key_link (&op->arch->clone, canonical_key))
2745 field->value = NULL; 2523 field->value = 0;
2746 else { 2524 else
2747 /* Delete this link */ 2525 {
2748 if (field->key) FREE_AND_CLEAR_STR(field->key); 2526 if (last)
2749 if (field->value) FREE_AND_CLEAR_STR(field->value); 2527 last->next = field->next;
2750 if (last) last->next = field->next; 2528 else
2751 else op->key_values = field->next; 2529 op->key_values = field->next;
2752 free(field); 2530
2753 } 2531 delete field;
2754 } 2532 }
2533 }
2755 return TRUE; 2534 return TRUE;
2756 } 2535 }
2757 /* IF we get here, key doesn't exist */ 2536 /* IF we get here, key doesn't exist */
2758 2537
2759 /* No field, we'll have to add it. */ 2538 /* No field, we'll have to add it. */
2760 2539
2761 if (!add_key) { 2540 if (!add_key)
2762 return FALSE; 2541 return FALSE;
2763 } 2542
2764 /* There isn't any good reason to store a null 2543 /* There isn't any good reason to store a null
2765 * value in the key/value list. If the archetype has 2544 * value in the key/value list. If the archetype has
2766 * this key, then we should also have it, so shouldn't 2545 * this key, then we should also have it, so shouldn't
2767 * be here. If user wants to store empty strings, 2546 * be here. If user wants to store empty strings,
2768 * should pass in "" 2547 * should pass in ""
2769 */ 2548 */
2770 if (value == NULL) return TRUE; 2549 if (value == NULL)
2771
2772 field = (key_value *) malloc(sizeof(key_value));
2773
2774 field->key = add_refcount(canonical_key);
2775 field->value = add_string(value);
2776 /* Usual prepend-addition. */
2777 field->next = op->key_values;
2778 op->key_values = field;
2779
2780 return TRUE; 2550 return TRUE;
2551
2552 field = new key_value;
2553
2554 field->key = canonical_key;
2555 field->value = value;
2556 /* Usual prepend-addition. */
2557 field->next = op->key_values;
2558 op->key_values = field;
2559
2560 return TRUE;
2781} 2561}
2782 2562
2783/* 2563/*
2784 * Updates the key in op to value. 2564 * Updates the key in op to value.
2785 * 2565 *
2787 * and not add new ones. 2567 * and not add new ones.
2788 * In general, should be little reason FALSE is ever passed in for add_key 2568 * In general, should be little reason FALSE is ever passed in for add_key
2789 * 2569 *
2790 * Returns TRUE on success. 2570 * Returns TRUE on success.
2791 */ 2571 */
2572int
2792int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2573set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2793 const char * canonical_key = NULL; 2574{
2794 int floating_ref = FALSE; 2575 shstr key_ (key);
2795 int ret; 2576
2577 return set_ob_key_value_s (op, key_, value, add_key);
2578}
2579
2580object::depth_iterator::depth_iterator (object *container)
2581: iterator_base (container)
2582{
2583 while (item->inv)
2584 item = item->inv;
2585}
2586
2587void
2588object::depth_iterator::next ()
2589{
2590 if (item->below)
2796 2591 {
2797 /* HACK This mess is to make sure set_ob_value() passes a shared string 2592 item = item->below;
2798 * to get_ob_key_link(), without leaving a leaked refcount. 2593
2799 */ 2594 while (item->inv)
2595 item = item->inv;
2800 2596 }
2801 canonical_key = find_string(key); 2597 else
2802 if (canonical_key == NULL) { 2598 item = item->env;
2803 canonical_key = add_string(key);
2804 floating_ref = TRUE;
2805 }
2806
2807 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2808
2809 if (floating_ref) {
2810 free_string(canonical_key);
2811 }
2812
2813 return ret;
2814} 2599}
2600
2601// return a suitable string describing an objetc in enough detail to find it
2602const char *
2603object::debug_desc (char *info) const
2604{
2605 char info2[256 * 3];
2606 char *p = info;
2607
2608 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2609 count,
2610 &name,
2611 title ? " " : "",
2612 title ? (const char *)title : "");
2613
2614 if (env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616
2617 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2619
2620 return info;
2621}
2622
2623const char *
2624object::debug_desc () const
2625{
2626 static char info[256 * 3];
2627 return debug_desc (info);
2628}
2629

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