ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/object.C
(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.10 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.246 by root, Thu May 22 15:37:44 2008 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.C,v 1.10 2006/08/31 17:54:14 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 24#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 25#include <stdio.h>
35#include <sys/types.h> 26#include <sys/types.h>
36#include <sys/uio.h> 27#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 28#include <object.h>
39#include <funcpoint.h> 29#include <sproto.h>
40#include <skills.h>
41#include <loader.h> 30#include <loader.h>
42#ifdef MEMORY_DEBUG
43int nroffreeobjects = 0;
44int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 31
53object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */
56 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37
38objectvec objects;
39activevec actives;
40
57short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = {
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46};
60short freearr_y[SIZEOFFREE]= 47short freearr_y[SIZEOFFREE] = {
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52};
63int maxfree[SIZEOFFREE]= 53int maxfree[SIZEOFFREE] = {
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
66int freedir[SIZEOFFREE]= { 59int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 60 0,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64};
69 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
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::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
70 139
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 142compare_ob_value_lists_one (const object *wants, const object *has)
73 key_value * wants_field; 143{
74
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
78 */ 147 */
79 148
80 /* For each field in wants, */ 149 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
82 key_value * has_field; 151 if (has->kv_get (kv->key) != kv->value)
83 152 return false;
84 /* Look for a field in has with the same key. */ 153
85 has_field = get_ob_key_link(has, wants_field->key);
86
87 if (has_field == NULL) {
88 /* No field with that name. */
89 return FALSE;
90 }
91
92 /* Found the matching field. */
93 if (has_field->value != wants_field->value) {
94 /* Values don't match, so this half of the comparison is false. */
95 return FALSE;
96 }
97
98 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100
101 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 155 return true;
103} 156}
104 157
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
159static bool
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 160compare_ob_value_lists (const object *ob1, const object *ob2)
161{
107 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
109 */ 164 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
111} 167}
112 168
113/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 170 * they can be merged together.
115 * 171 *
116 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
119 * 175 *
120 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
121 * 177 *
122 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
123 * check weight 179 * check weight
124 */ 180 */
125 181bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 182{
127
128 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
189 return 0;
130 190
131 if (ob1->speed != ob2->speed) return 0; 191 /* Do not merge objects if nrof would overflow. First part checks
192 * for unsigned overflow (2c), second part checks whether the result
193 * would fit into a 32 bit signed int, which is often used to hold
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0;
198
199 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they
202 * are not equal - just if it has been identified, the been_applied
203 * flags lose any meaning.
204 */
205 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210
211 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name
213 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id
222 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
223 || ob1->client_type != ob2->client_type
224 || ob1->materialname != ob2->materialname
225 || ob1->lore != ob2->lore
226 || ob1->subtype != ob2->subtype
227 || ob1->move_type != ob2->move_type
228 || ob1->move_block != ob2->move_block
229 || ob1->move_allow != ob2->move_allow
230 || ob1->move_on != ob2->move_on
231 || ob1->move_off != ob2->move_off
232 || ob1->move_slow != ob2->move_slow
233 || ob1->move_slow_penalty != ob2->move_slow_penalty
234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
236 return 0;
237
238 if ((ob1->flag ^ ob2->flag)
239 .reset (FLAG_INV_LOCKED)
240 .reset (FLAG_CLIENT_SENT)
241 .reset (FLAG_REMOVED)
242 .any ())
243 return 0;
244
245 /* This is really a spellbook check - we should in general
246 * not merge objects with real inventories, as splitting them
247 * is hard.
248 */
249 if (ob1->inv || ob2->inv)
250 {
251 if (!(ob1->inv && ob2->inv))
252 return 0; /* inventories differ in length */
253
254 if (ob1->inv->below || ob2->inv->below)
255 return 0; /* more than one object in inv */
256
257 if (!object::can_merge (ob1->inv, ob2->inv))
258 return 0; /* inventory objects differ */
259
260 /* inventory ok - still need to check rest of this object to see
261 * if it is valid.
262 */
263 }
264
265 /* Don't merge objects that are applied. With the new 'body' code,
266 * it is possible for most any character to have more than one of
267 * some items equipped, and we don't want those to merge.
268 */
269 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
270 return 0;
271
132 /* Note sure why the following is the case - either the object has to 272 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster 273 * be animated or have a very low speed. Is this an attempted monster
134 * check? 274 * check?
135 */ 275 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 276 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
277 return 0;
278
279 switch (ob1->type)
280 {
281 case SCROLL:
282 if (ob1->level != ob2->level)
283 return 0;
284 break;
285 }
286
287 if (ob1->key_values || ob2->key_values)
288 {
289 /* At least one of these has key_values. */
290 if ((!ob1->key_values) != (!ob2->key_values))
291 return 0; /* One has fields, but the other one doesn't. */
292
293 if (!compare_ob_value_lists (ob1, ob2))
137 return 0; 294 return 0;
295 }
138 296
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 297 if (ob1->self || ob2->self)
140 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0;
145
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 } 298 {
299 ob1->optimise ();
300 ob2->optimise ();
160 301
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 302 if (ob1->self || ob2->self)
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 ) 303 {
304 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
305 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
306
307 if (k1 != k2)
207 return 0; 308 return 0;
208 309
209 /* Don't merge objects that are applied. With the new 'body' code, 310 if (k1 == 0)
210 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge.
212 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0; 311 return 1;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 312
313 if (!cfperl_can_merge (ob1, ob2))
228 return 0; 314 return 0;
229 } 315 }
230 } 316 }
231 317
232 /* Everything passes, must be OK. */ 318 /* Everything passes, must be OK. */
233 return 1; 319 return 1;
234} 320}
235 321
322// find player who can see this object
323object *
324object::visible_to () const
325{
326 if (client_visible () && !flag [FLAG_REMOVED])
327 {
328 // see if we are in a container of sorts
329 if (env)
330 {
331 // the player inventory itself is always visible
332 if (env->type == PLAYER)
333 return env;
334
335 // else a player could have our env open
336 object *envest = env->outer_env ();
337
338 // the player itself is always on a map, so we will find him here
339 // even if our inv is in a player.
340 if (envest->is_on_map ())
341 if (object *pl = envest->ms ().player ())
342 if (pl->container == env)
343 return pl;
344 }
345 else
346 {
347 // maybe there is a player standing on the same mapspace
348 // this will catch the case where "this" is a player
349 if (object *pl = ms ().player ())
350 if (!pl->container || this == pl->container)
351 return pl;
352 }
353 }
354
355 return 0;
356}
357
358// adjust weight per container type ("of holding")
359static sint32
360weight_adjust_for (object *op, sint32 weight)
361{
362 return op->type == CONTAINER
363 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
364 : weight;
365}
366
236/* 367/*
368 * adjust_weight(object, weight) adds the specified weight to an object,
369 * and also updates how much the environment(s) is/are carrying.
370 */
371static void
372adjust_weight (object *op, sint32 weight)
373{
374 while (op)
375 {
376 // adjust by actual difference to account for rounding errors
377 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
378 weight = weight_adjust_for (op, op->carrying)
379 - weight_adjust_for (op, op->carrying - weight);
380
381 if (!weight)
382 return;
383
384 op->carrying += weight;
385
386 if (object *pl = op->visible_to ())
387 if (pl != op) // player is handled lazily
388 esrv_update_item (UPD_WEIGHT, pl, op);
389
390 op = op->env;
391 }
392}
393
394/*
237 * sum_weight() is a recursive function which calculates the weight 395 * this is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 396 * an object is carrying. It goes through op and figures out how much
239 * containers are carrying, and sums it up. 397 * containers are carrying, and sums it up.
240 */ 398 */
241signed long sum_weight(object *op) { 399void
242 signed long sum; 400object::update_weight ()
243 object *inv; 401{
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 402 sint32 sum = 0;
403
404 for (object *op = inv; op; op = op->below)
405 {
245 if (inv->inv) 406 if (op->inv)
246 sum_weight(inv); 407 op->update_weight ();
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 408
409 sum += op->total_weight ();
248 } 410 }
249 if (op->type == CONTAINER && op->stats.Str) 411
250 sum = (sum * (100 - op->stats.Str))/100; 412 sum = weight_adjust_for (this, sum);
251 if(op->carrying != sum) 413
414 if (sum != carrying)
415 {
252 op->carrying = sum; 416 carrying = sum;
253 return sum;
254}
255 417
418 if (object *pl = visible_to ())
419 if (pl != this) // player is handled lazily
420 esrv_update_item (UPD_WEIGHT, pl, this);
421 }
422}
423
256/** 424/*
257 * Return the outermost environment object for a given object. 425 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
258 */ 426 */
259 427char *
260object *object_get_env_recursive (object *op) {
261 while (op->env != NULL)
262 op = op->env;
263 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277}
278
279/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array.
283 */
284
285void dump_object2(object *op) {
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 428dump_object (object *op)
332 if(op==NULL) { 429{
333 strcpy(errmsg,"[NULL pointer]"); 430 if (!op)
334 return; 431 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 432
340void dump_all_objects(void) { 433 object_freezer freezer;
341 object *op; 434 op->write (freezer);
342 for(op=objects;op!=NULL;op=op->next) { 435 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 436}
347 437
348/* 438/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 439 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 440 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 441 * If it's not a multi-object, it is returned.
352 */ 442 */
353 443object *
354object *get_nearest_part(object *op, const object *pl) { 444get_nearest_part (object *op, const object *pl)
445{
355 object *tmp,*closest; 446 object *tmp, *closest;
356 int last_dist,i; 447 int last_dist, i;
448
357 if(op->more==NULL) 449 if (!op->more)
358 return op; 450 return op;
451
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 452 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
453 tmp;
454 tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 455 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 456 closest = tmp, last_dist = i;
457
362 return closest; 458 return closest;
363} 459}
364 460
365/* 461/*
366 * Returns the object which has the count-variable equal to the argument. 462 * Returns the object which has the count-variable equal to the argument.
463 * VERRRY slow.
367 */ 464 */
368 465object *
369object *find_object(tag_t i) { 466find_object (tag_t i)
370 object *op; 467{
371 for(op=objects;op!=NULL;op=op->next) 468 for_all_objects (op)
372 if(op->count==i) 469 if (op->count == i)
373 break;
374 return op; 470 return op;
471
472 return 0;
375} 473}
376 474
377/* 475/*
378 * Returns the first object which has a name equal to the argument. 476 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 477 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 478 * Enables features like "patch <name-of-other-player> food 999"
381 */ 479 */
382 480object *
383object *find_object_name(const char *str) { 481find_object_name (const char *str)
384 const char *name=add_string(str); 482{
385 object *op; 483 shstr_cmp str_ (str);
386 for(op=objects;op!=NULL;op=op->next) 484
387 if(op->name==name) 485 if (str_)
388 break; 486 for_all_objects (op)
389 free_string(name); 487 if (op->name == str_)
488 return op;
489
390 return op; 490 return 0;
391} 491}
392
393void free_all_object_data(void) {
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{
435 if (!op) return;
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442}
443
444
445 492
446/* 493/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 494 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 495 * skill and experience objects.
496 * ACTUALLY NO! investigate! TODO
449 */ 497 */
450void set_owner (object *op, object *owner) 498void
499object::set_owner (object *owner)
451{ 500{
452 if(owner==NULL||op==NULL) 501 // allow objects which own objects
502 if (owner)
503 while (owner->owner)
504 owner = owner->owner;
505
506 if (flag [FLAG_FREED])
507 {
508 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return; 509 return;
510 }
454 511
455 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid.
461 */
462 while (owner->owner && owner!=owner->owner &&
463 owner->ownercount==owner->owner->count) owner=owner->owner;
464
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 512 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475} 513}
476 514
477/* Set the owner to clone's current owner and set the skill and experience 515int
478 * objects to clone's objects (typically those objects that where the owner's 516object::slottype () const
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{ 517{
489 object *owner = get_owner (clone); 518 if (type == SKILL)
490 if (owner == NULL) { 519 {
491 /* players don't have owners - they own themselves. Update 520 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
492 * as appropriate. 521 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
522 }
523 else
524 {
525 if (slot [body_combat].info) return slot_combat;
526 if (slot [body_range ].info) return slot_ranged;
527 }
528
529 return slot_none;
530}
531
532bool
533object::change_weapon (object *ob)
534{
535 if (current_weapon == ob)
536 return true;
537
538 if (chosen_skill)
539 chosen_skill->flag [FLAG_APPLIED] = false;
540
541 current_weapon = ob;
542 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
543
544 if (chosen_skill)
545 chosen_skill->flag [FLAG_APPLIED] = true;
546
547 update_stats ();
548
549 if (ob)
550 {
551 // now check wether any body locations became invalid, in which case
552 // we cannot apply the weapon at the moment.
553 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
554 if (slot[i].used < 0)
493 */ 555 {
494 if (clone->type == PLAYER) owner=clone; 556 current_weapon = chosen_skill = 0;
495 else return; 557 update_stats ();
558
559 new_draw_info_format (NDI_UNIQUE, 0, this,
560 "You try to balance all your items at once, "
561 "but the %s is just too much for your body. "
562 "[You need to unapply some items first.]", &ob->name);
563 return false;
564 }
565
566 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
567 }
568 else
569 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
570
571 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
496 } 572 {
497 set_owner(op, owner); 573 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
574 &name, ob->debug_desc ());
575 return false;
576 }
498 577
499} 578 return true;
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 579}
518 580
519/* Zero the key_values on op, decrementing the shared-string 581/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 582 * refcounts and freeing the links.
521 */ 583 */
584static void
522static void free_key_values(object * op) { 585free_key_values (object *op)
523 key_value * i; 586{
524 key_value * next = NULL; 587 for (key_value *i = op->key_values; i; )
525 588 {
526 if (op->key_values == NULL) return; 589 key_value *next = i->next;
590 delete i;
591
592 i = next;
527 593 }
528 for (i = op->key_values; i != NULL; i = next) { 594
529 /* Store next *first*. */
530 next = i->next;
531
532 if (i->key) FREE_AND_CLEAR_STR(i->key);
533 if (i->value) FREE_AND_CLEAR_STR(i->value);
534 i->next = NULL;
535 free(i);
536 }
537
538 op->key_values = NULL; 595 op->key_values = 0;
539} 596}
540 597
541
542/* 598/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object(object *op) {
548 op->clear ();
549
550 event *evt;
551 event *evt2;
552
553 /* redo this to be simpler/more efficient. Was also seeing
554 * crashes in the old code. Move this to the top - am
555 * seeing periodic crashes in this code, and would like to have
556 * as much info available as possible (eg, object name).
557 */
558 for (evt = op->events; evt; evt=evt2) {
559 evt2 = evt->next;
560
561 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
562 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
563 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
564
565 free(evt);
566 }
567 op->events = NULL;
568
569 free_key_values(op);
570
571 /* the memset will clear all these values for us, but we need
572 * to reduce the refcount on them.
573 */
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
583
584
585 memset((void*)op, 0, sizeof (object_special));
586 /* Below here, we clear things that are not done by the memset,
587 * or set default values that are not zero.
588 */
589 /* This is more or less true */
590 SET_FLAG(op, FLAG_REMOVED);
591
592
593 op->contr = NULL;
594 op->below=NULL;
595 op->above=NULL;
596 op->inv=NULL;
597 op->events=NULL;
598 op->container=NULL;
599 op->env=NULL;
600 op->more=NULL;
601 op->head=NULL;
602 op->map=NULL;
603 op->refcount=0;
604 op->active_next = NULL;
605 op->active_prev = NULL;
606 /* What is not cleared is next, prev, and count */
607
608 op->expmul=1.0;
609 op->face = blank_face;
610 op->attacked_by_count = (tag_t) -1;
611 if (settings.casting_time)
612 op->casting_time = -1;
613
614}
615
616/*
617 * copy object first frees everything allocated by the second object, 599 * copy_to first frees everything allocated by the dst object,
618 * and then copies the contends of the first object into the second 600 * and then copies the contents of itself into the second
619 * object, allocating what needs to be allocated. Basically, any 601 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 602 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
621 * if the first object is freed, the pointers in the new object 603 * if the first object is freed, the pointers in the new object
622 * will point at garbage. 604 * will point at garbage.
623 */ 605 */
606void
607object::copy_to (object *dst)
608{
609 dst->remove ();
610 *(object_copy *)dst = *this;
611 dst->flag [FLAG_REMOVED] = true;
624 612
625void copy_object(object *op2, object *op) {
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
627 event *evt, *evt2, *evt_new;
628
629 op->clear ();
630
631 /* Decrement the refcounts, but don't bother zeroing the fields;
632 they'll be overwritten by memcpy. */
633 if(op->name!=NULL) free_string(op->name);
634 if(op->name_pl!=NULL) free_string(op->name_pl);
635 if(op->title!=NULL) free_string(op->title);
636 if(op->race!=NULL) free_string(op->race);
637 if(op->slaying!=NULL) free_string(op->slaying);
638 if(op->skill!=NULL) free_string(op->skill);
639 if(op->msg!=NULL) free_string(op->msg);
640 if(op->lore!=NULL) free_string(op->lore);
641 if(op->materialname != NULL) free_string(op->materialname);
642 if(op->custom_name != NULL) free_string(op->custom_name);
643
644 /* Basically, same code as from clear_object() */
645 for (evt = op->events; evt; evt=evt2) {
646 evt2 = evt->next;
647
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
649 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
650 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
651
652 free(evt);
653 }
654 op->events = NULL;
655
656 free_key_values(op);
657
658 *(object_special *)op = *(object_special *)op2;
659 op2->clone (op);
660
661 if(is_freed) SET_FLAG(op,FLAG_FREED);
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
663 if(op->name!=NULL) add_refcount(op->name);
664 if(op->name_pl!=NULL) add_refcount(op->name_pl);
665 if(op->title!=NULL) add_refcount(op->title);
666 if(op->race!=NULL) add_refcount(op->race);
667 if(op->slaying!=NULL) add_refcount(op->slaying);
668 if(op->skill!=NULL) add_refcount(op->skill);
669 if(op->lore!=NULL) add_refcount(op->lore);
670 if(op->msg!=NULL) add_refcount(op->msg);
671 if(op->custom_name!=NULL) add_refcount(op->custom_name);
672 if (op->materialname != NULL) add_refcount(op->materialname);
673
674 if((op2->speed<0) && !editor)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
676
677 /* Copy over event information */
678 evt2 = NULL;
679 for (evt = op2->events; evt; evt=evt->next) {
680 evt_new = (event *) malloc(sizeof(event));
681 memcpy(evt_new, evt, sizeof(event));
682 if (evt_new->hook) add_refcount(evt_new->hook);
683 if (evt_new->plugin) add_refcount(evt_new->plugin);
684 if (evt_new->options) add_refcount(evt_new->options);
685 evt_new->next = NULL;
686
687 /* Try to be a little clever here, and store away the
688 * last event we copied, so that its simpler to update the
689 * pointer.
690 */
691 if (evt2)
692 evt2->next = evt_new;
693 else
694 op->events = evt_new;
695
696 evt2 = evt_new;
697 }
698 /* Copy over key_values, if any. */ 613 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 614 if (key_values)
615 {
700 key_value * tail = NULL; 616 key_value *tail = 0;
701 key_value * i;
702
703 op->key_values = NULL; 617 dst->key_values = 0;
704 618
705 for (i = op2->key_values; i != NULL; i = i->next) { 619 for (key_value *i = key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 620 {
621 key_value *new_link = new key_value;
707 622
708 new_link->next = NULL; 623 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 624 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 625 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 626
715 /* Try and be clever here, too. */ 627 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 628 if (!dst->key_values)
629 {
717 op->key_values = new_link; 630 dst->key_values = new_link;
718 tail = new_link; 631 tail = new_link;
632 }
719 } else { 633 else
634 {
720 tail->next = new_link; 635 tail->next = new_link;
721 tail = new_link; 636 tail = new_link;
722 } 637 }
723 } 638 }
724 } 639 }
725 640
726 update_ob_speed(op); 641 if (speed < 0)
727} 642 dst->speed_left -= rndm ();
728 643
729/* 644 dst->set_speed (dst->speed);
730 * expand_objects() allocates more objects for the list of unused objects.
731 * It is called from get_object() if the unused list is empty.
732 */
733
734void expand_objects(void) {
735 int i;
736 object *obj;
737 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
738
739 if(obj==NULL)
740 fatal(OUT_OF_MEMORY);
741 free_objects=obj;
742 obj[0].prev=NULL;
743 obj[0].next= &obj[1],
744 SET_FLAG(&(obj[0]), FLAG_REMOVED);
745 SET_FLAG(&(obj[0]), FLAG_FREED);
746
747 for(i=1;i<OBJ_EXPAND-1;i++) {
748 obj[i].next= &obj[i+1],
749 obj[i].prev= &obj[i-1],
750 SET_FLAG(&(obj[i]), FLAG_REMOVED);
751 SET_FLAG(&(obj[i]), FLAG_FREED);
752 }
753 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
754 obj[OBJ_EXPAND-1].next=NULL,
755 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
756 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
757
758 nrofallocobjects += OBJ_EXPAND;
759 nroffreeobjects += OBJ_EXPAND;
760} 645}
761 646
762/* 647void
763 * get_object() grabs an object from the list of unused objects, makes 648object::instantiate ()
764 * sure it is initialised, and returns it. 649{
765 * If there are no free objects, expand_objects() is called to get more. 650 if (!uuid.seq) // HACK
766 */ 651 uuid = UUID::gen ();
767 652
768object *get_object(void) { 653 speed_left = -0.1f;
769 object *op; 654 /* copy the body_info to the body_used - this is only really
770 655 * need for monsters, but doesn't hurt to do it for everything.
771 if(free_objects==NULL) { 656 * by doing so, when a monster is created, it has good starting
772 expand_objects(); 657 * values for the body_used info, so when items are created
773 } 658 * for it, they can be properly equipped.
774 op=free_objects;
775#ifdef MEMORY_DEBUG
776 /* The idea is hopefully by doing a realloc, the memory
777 * debugging program will now use the current stack trace to
778 * report leaks.
779 */ 659 */
780 op = realloc(op, sizeof(object)); 660 for (int i = NUM_BODY_LOCATIONS; i--; )
781 SET_FLAG(op, FLAG_REMOVED); 661 slot[i].used = slot[i].info;
782 SET_FLAG(op, FLAG_FREED);
783#endif
784 662
785 if(!QUERY_FLAG(op,FLAG_FREED)) { 663 attachable::instantiate ();
786 LOG(llevError,"Fatal: Getting busy object.\n"); 664}
787 } 665
788 free_objects=op->next; 666object *
789 if(free_objects!=NULL) 667object::clone ()
790 free_objects->prev=NULL; 668{
791 op->count= ++ob_count; 669 object *neu = create ();
792 op->name=NULL; 670 copy_to (neu);
793 op->name_pl=NULL; 671 neu->map = map; // not copied by copy_to
794 op->title=NULL;
795 op->race=NULL;
796 op->slaying=NULL;
797 op->skill = NULL;
798 op->lore=NULL;
799 op->msg=NULL;
800 op->materialname=NULL;
801 op->next=objects;
802 op->prev=NULL;
803 op->active_next = NULL;
804 op->active_prev = NULL;
805 if(objects!=NULL)
806 objects->prev=op;
807 objects=op;
808 clear_object(op);
809 SET_FLAG(op,FLAG_REMOVED);
810 nroffreeobjects--;
811 return op; 672 return neu;
812} 673}
813 674
814/* 675/*
815 * If an object with the IS_TURNABLE() flag needs to be turned due 676 * If an object with the IS_TURNABLE() flag needs to be turned due
816 * to the closest player being on the other side, this function can 677 * to the closest player being on the other side, this function can
817 * be called to update the face variable, _and_ how it looks on the map. 678 * be called to update the face variable, _and_ how it looks on the map.
818 */ 679 */
819 680void
820void update_turn_face(object *op) { 681update_turn_face (object *op)
682{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 683 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
822 return; 684 return;
685
823 SET_ANIMATION(op, op->direction); 686 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 687 update_object (op, UP_OBJ_FACE);
825} 688}
826 689
827/* 690/*
828 * Updates the speed of an object. If the speed changes from 0 to another 691 * Updates the speed of an object. If the speed changes from 0 to another
829 * value, or vice versa, then add/remove the object from the active list. 692 * value, or vice versa, then add/remove the object from the active list.
830 * This function needs to be called whenever the speed of an object changes. 693 * This function needs to be called whenever the speed of an object changes.
831 */ 694 */
832 695void
833void update_ob_speed(object *op) { 696object::set_speed (float speed)
834 extern int arch_init; 697{
835 698 if (flag [FLAG_FREED] && speed)
836 /* No reason putting the archetypes objects on the speed list, 699 {
837 * since they never really need to be updated.
838 */
839
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 700 LOG (llevError, "Object %s is freed but has speed.\n", &name);
842#ifdef MANY_CORES
843 abort();
844#else
845 op->speed = 0; 701 speed = 0;
846#endif
847 } 702 }
848 if (arch_init) {
849 return;
850 }
851 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
852 /* If already on active list, don't do anything */
853 if (op->active_next || op->active_prev || op==active_objects)
854 return;
855 703
856 /* process_events() expects us to insert the object at the beginning 704 this->speed = speed;
857 * of the list. */ 705
858 op->active_next = active_objects; 706 if (has_active_speed ())
859 if (op->active_next!=NULL) 707 activate ();
860 op->active_next->active_prev = op;
861 active_objects = op;
862 }
863 else { 708 else
864 /* If not on the active list, nothing needs to be done */ 709 deactivate ();
865 if (!op->active_next && !op->active_prev && op!=active_objects)
866 return;
867
868 if (op->active_prev==NULL) {
869 active_objects = op->active_next;
870 if (op->active_next!=NULL)
871 op->active_next->active_prev = NULL;
872 }
873 else {
874 op->active_prev->active_next = op->active_next;
875 if (op->active_next)
876 op->active_next->active_prev = op->active_prev;
877 }
878 op->active_next = NULL;
879 op->active_prev = NULL;
880 }
881} 710}
882 711
883/* This function removes object 'op' from the list of active
884 * objects.
885 * This should only be used for style maps or other such
886 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object.
890 */
891void remove_from_active_list(object *op)
892{
893 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects)
895 return;
896
897 if (op->active_prev==NULL) {
898 active_objects = op->active_next;
899 if (op->active_next!=NULL)
900 op->active_next->active_prev = NULL;
901 }
902 else {
903 op->active_prev->active_next = op->active_next;
904 if (op->active_next)
905 op->active_next->active_prev = op->active_prev;
906 }
907 op->active_next = NULL;
908 op->active_prev = NULL;
909}
910
911/* 712/*
912 * update_object() updates the array which represents the map. 713 * update_object() updates the the map.
913 * It takes into account invisible objects (and represent squares covered 714 * It takes into account invisible objects (and represent squares covered
914 * by invisible objects by whatever is below them (unless it's another 715 * by invisible objects by whatever is below them (unless it's another
915 * invisible object, etc...) 716 * invisible object, etc...)
916 * If the object being updated is beneath a player, the look-window 717 * If the object being updated is beneath a player, the look-window
917 * of that player is updated (this might be a suboptimal way of 718 * of that player is updated (this might be a suboptimal way of
918 * updating that window, though, since update_object() is called _often_) 719 * updating that window, though, since update_object() is called _often_)
919 * 720 *
920 * action is a hint of what the caller believes need to be done. 721 * action is a hint of what the caller believes need to be done.
921 * For example, if the only thing that has changed is the face (due to
922 * an animation), we don't need to call update_position until that actually
923 * comes into view of a player. OTOH, many other things, like addition/removal
924 * of walls or living creatures may need us to update the flags now.
925 * current action are: 722 * current action are:
926 * UP_OBJ_INSERT: op was inserted 723 * UP_OBJ_INSERT: op was inserted
927 * UP_OBJ_REMOVE: op was removed 724 * UP_OBJ_REMOVE: op was removed
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 725 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
929 * as that is easier than trying to look at what may have changed. 726 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 727 * UP_OBJ_FACE: only the objects face has changed.
931 */ 728 */
932 729void
933void update_object(object *op, int action) { 730update_object (object *op, int action)
934 int update_now=0, flags; 731{
935 MoveType move_on, move_off, move_block, move_slow; 732 if (!op)
936 733 {
937 if (op == NULL) {
938 /* this should never happen */ 734 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 735 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
940 return; 736 return;
941 }
942 737 }
943 if(op->env!=NULL) { 738
739 if (!op->is_on_map ())
740 {
944 /* Animation is currently handled by client, so nothing 741 /* Animation is currently handled by client, so nothing
945 * to do in this case. 742 * to do in this case.
946 */ 743 */
947 return; 744 return;
948 }
949
950 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways.
952 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return;
954 745 }
746
955 /* make sure the object is within map boundaries */ 747 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 748 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
957 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 749 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 750 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 751#ifdef MANY_CORES
960 abort(); 752 abort ();
961#endif 753#endif
962 return; 754 return;
963 }
964 755 }
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
967 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
968 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
969 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
970 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
971 756
757 mapspace &m = op->ms ();
758
759 if (!(m.flags_ & P_UPTODATE))
760 /* nop */;
972 if (action == UP_OBJ_INSERT) { 761 else if (action == UP_OBJ_INSERT)
762 {
763 // this is likely overkill, TODO: revisit (schmorp)
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
974 update_now=1;
975
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
977 update_now=1; 766 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
978 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
980 update_now=1; 770 || (m.move_on | op->move_on ) != m.move_on
981
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1;
984
985 if ((move_on | op->move_on) != move_on) update_now=1;
986 if ((move_off | op->move_off) != move_off) update_now=1; 771 || (m.move_off | op->move_off ) != m.move_off
772 || (m.move_slow | op->move_slow) != m.move_slow
987 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 774 * to have move_allow right now.
989 */ 775 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
991 update_now=1; 777 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 778 m.flags_ = 0;
993 } 779 }
994 /* if the object is being removed, we can't make intelligent 780 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 781 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 782 * that is being removed.
997 */ 783 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 784 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 785 m.flags_ = 0;
1000 } else if (action == UP_OBJ_FACE) { 786 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 787 /* Nothing to do for that case */ ;
1002 }
1003 else { 788 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 789 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 790
1007 if (update_now) {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1009 update_position(op->map, op->x, op->y);
1010 }
1011
1012 if(op->more!=NULL) 791 if (op->more)
1013 update_object(op->more, action); 792 update_object (op->more, action);
1014} 793}
1015 794
795object::object ()
796{
797 SET_FLAG (this, FLAG_REMOVED);
1016 798
1017/* 799 expmul = 1.0;
1018 * free_object() frees everything allocated by an object, removes 800 face = blank_face;
1019 * it from the list of used objects, and puts it on the list of
1020 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for
1022 * this function to succeed.
1023 *
1024 * If free_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground.
1026 */
1027
1028void free_object(object *ob) {
1029 free_object2(ob, 0);
1030} 801}
1031void free_object2(object *ob, int free_inventory) {
1032 object *tmp,*op;
1033 802
1034 ob->clear (); 803object::~object ()
804{
805 unlink ();
1035 806
1036 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 807 free_key_values (this);
1037 LOG(llevDebug,"Free object called with non removed object\n"); 808}
1038 dump_object(ob); 809
1039#ifdef MANY_CORES 810static int object_count;
1040 abort(); 811
1041#endif 812void object::link ()
1042 } 813{
1043 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 814 assert (!index);//D
1044 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 815 uuid = UUID::gen ();
1045 remove_friendly_object(ob); 816 count = ++object_count;
1046 } 817
1047 if(QUERY_FLAG(ob,FLAG_FREED)) { 818 refcnt_inc ();
1048 dump_object(ob); 819 objects.insert (this);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 820}
821
822void object::unlink ()
823{
824 if (!index)
1050 return; 825 return;
826
827 objects.erase (this);
828 refcnt_dec ();
829}
830
831void
832object::activate ()
833{
834 /* If already on active list, don't do anything */
835 if (active)
836 return;
837
838 if (has_active_speed ())
839 actives.insert (this);
840}
841
842void
843object::activate_recursive ()
844{
845 activate ();
846
847 for (object *op = inv; op; op = op->below)
848 op->activate_recursive ();
849}
850
851/* This function removes object 'op' from the list of active
852 * objects.
853 * This should only be used for style maps or other such
854 * reference maps where you don't want an object that isn't
855 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which
857 * will do the right thing based on the speed of the object.
858 */
859void
860object::deactivate ()
861{
862 /* If not on the active list, nothing needs to be done */
863 if (!active)
864 return;
865
866 actives.erase (this);
867}
868
869void
870object::deactivate_recursive ()
871{
872 for (object *op = inv; op; op = op->below)
873 op->deactivate_recursive ();
874
875 deactivate ();
876}
877
878void
879object::set_flag_inv (int flag, int value)
880{
881 for (object *op = inv; op; op = op->below)
1051 } 882 {
1052 if(ob->more!=NULL) { 883 op->flag [flag] = value;
1053 free_object2(ob->more, free_inventory); 884 op->set_flag_inv (flag, value);
1054 ob->more=NULL;
1055 } 885 }
1056 if (ob->inv) { 886}
887
888/*
889 * Remove and free all objects in the inventory of the given object.
890 * object.c ?
891 */
892void
893object::destroy_inv (bool drop_to_ground)
894{
895 // need to check first, because the checks below might segfault
896 // as we might be on an invalid mapspace and crossfire code
897 // is too buggy to ensure that the inventory is empty.
898 // corollary: if you create arrows etc. with stuff in its inventory,
899 // cf will crash below with off-map x and y
900 if (!inv)
901 return;
902
1057 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 904 * if some form of movement is allowed, let objects
1059 * drop on that space. 905 * drop on that space.
1060 */ 906 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 907 if (!drop_to_ground
1062 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 908 || !map
909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
911 || ms ().move_block == MOVE_ALL)
912 {
913 while (inv)
1063 { 914 {
1064 op=ob->inv; 915 inv->destroy_inv (false);
1065 while(op!=NULL) { 916 inv->destroy ();
1066 tmp=op->below;
1067 remove_ob(op);
1068 free_object2(op, free_inventory);
1069 op=tmp;
1070 }
1071 } 917 }
918 }
919 else
1072 else { /* Put objects in inventory onto this space */ 920 { /* Put objects in inventory onto this space */
1073 op=ob->inv; 921 while (inv)
1074 while(op!=NULL) { 922 {
1075 tmp=op->below; 923 object *op = inv;
1076 remove_ob(op); 924
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 925 if (op->flag [FLAG_STARTEQUIP]
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 926 || op->flag [FLAG_NO_DROP]
1079 free_object(op); 927 || op->type == RUNE
928 || op->type == TRAP
929 || op->flag [FLAG_IS_A_TEMPLATE]
930 || op->flag [FLAG_DESTROY_ON_DEATH])
931 op->destroy (true);
1080 else { 932 else
1081 op->x=ob->x; 933 map->insert (op, x, y);
1082 op->y=ob->y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1084 }
1085 op=tmp;
1086 }
1087 } 934 }
1088 } 935 }
1089 /* Remove object from the active list */
1090 ob->speed = 0;
1091 update_ob_speed(ob);
1092
1093 SET_FLAG(ob, FLAG_FREED);
1094 ob->count = 0;
1095
1096 /* Remove this object from the list of used objects */
1097 if(ob->prev==NULL) {
1098 objects=ob->next;
1099 if(objects!=NULL)
1100 objects->prev=NULL;
1101 }
1102 else {
1103 ob->prev->next=ob->next;
1104 if(ob->next!=NULL)
1105 ob->next->prev=ob->prev;
1106 }
1107
1108 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1109 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1110 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1111 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1112 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1113 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1114 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1115 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1116 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1117
1118
1119 /* Why aren't events freed? */
1120 free_key_values(ob);
1121
1122#if 0 /* MEMORY_DEBUG*/
1123 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1124 * presumes the freed_object will stick around for at least a little
1125 * bit
1126 */
1127 /* this is necessary so that memory debugging programs will
1128 * be able to accurately report source of malloc. If we recycle
1129 * objects, then some other area may be doing the get_object
1130 * and not freeing it, but the original one that malloc'd the
1131 * object will get the blame.
1132 */
1133 free(ob);
1134#else
1135
1136 /* Now link it with the free_objects list: */
1137 ob->prev=NULL;
1138 ob->next=free_objects;
1139 if(free_objects!=NULL)
1140 free_objects->prev=ob;
1141 free_objects=ob;
1142 nroffreeobjects++;
1143#endif
1144} 936}
1145 937
1146/* 938object *object::create ()
1147 * count_free() returns the number of objects on the list of free objects. 939{
1148 */
1149
1150int count_free(void) {
1151 int i=0;
1152 object *tmp=free_objects; 940 object *op = new object;
1153 while(tmp!=NULL) 941 op->link ();
1154 tmp=tmp->next, i++;
1155 return i; 942 return op;
1156} 943}
1157 944
1158/* 945static struct freed_map : maptile
1159 * count_used() returns the number of objects on the list of used objects. 946{
1160 */ 947 freed_map ()
948 {
949 path = "<freed objects map>";
950 name = "/internal/freed_objects_map";
951 width = 3;
952 height = 3;
953 no_drop = 1;
954 no_reset = 1;
1161 955
1162int count_used(void) { 956 alloc ();
1163 int i=0; 957 in_memory = MAP_ACTIVE;
1164 object *tmp=objects;
1165 while(tmp!=NULL)
1166 tmp=tmp->next, i++;
1167 return i;
1168}
1169
1170/*
1171 * count_active() returns the number of objects on the list of active objects.
1172 */
1173
1174int count_active(void) {
1175 int i=0;
1176 object *tmp=active_objects;
1177 while(tmp!=NULL)
1178 tmp=tmp->active_next, i++;
1179 return i;
1180}
1181
1182/*
1183 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)).
1185 */
1186
1187void sub_weight (object *op, signed long weight) {
1188 while (op != NULL) {
1189 if (op->type == CONTAINER) {
1190 weight=(signed long)(weight*(100-op->stats.Str)/100);
1191 }
1192 op->carrying-=weight;
1193 op = op->env;
1194 } 958 }
1195}
1196 959
1197/* remove_ob(op): 960 ~freed_map ()
961 {
962 destroy ();
963 }
964} freed_map; // freed objects are moved here to avoid crashes
965
966void
967object::do_destroy ()
968{
969 if (flag [FLAG_IS_LINKED])
970 remove_button_link (this);
971
972 if (flag [FLAG_FRIENDLY])
973 remove_friendly_object (this);
974
975 remove ();
976
977 attachable::do_destroy ();
978
979 deactivate ();
980 unlink ();
981
982 flag [FLAG_FREED] = 1;
983
984 // hack to ensure that freed objects still have a valid map
985 map = &freed_map;
986 x = 1;
987 y = 1;
988
989 if (more)
990 {
991 more->destroy ();
992 more = 0;
993 }
994
995 head = 0;
996
997 // clear those pointers that likely might cause circular references
998 owner = 0;
999 enemy = 0;
1000 attacked_by = 0;
1001 current_weapon = 0;
1002}
1003
1004void
1005object::destroy (bool destroy_inventory)
1006{
1007 if (destroyed ())
1008 return;
1009
1010 if (!is_head () && !head->destroyed ())
1011 {
1012 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1013 head->destroy (destroy_inventory);
1014 return;
1015 }
1016
1017 destroy_inv (!destroy_inventory);
1018
1019 if (is_head ())
1020 if (sound_destroy)
1021 play_sound (sound_destroy);
1022 else if (flag [FLAG_MONSTER])
1023 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1024
1025 attachable::destroy ();
1026}
1027
1028/* op->remove ():
1198 * This function removes the object op from the linked list of objects 1029 * This function removes the object op from the linked list of objects
1199 * which it is currently tied to. When this function is done, the 1030 * which it is currently tied to. When this function is done, the
1200 * object will have no environment. If the object previously had an 1031 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to 1032 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 1033 * the previous environment.
1203 * Beware: This function is called from the editor as well!
1204 */ 1034 */
1205 1035void
1206void remove_ob(object *op) { 1036object::do_remove ()
1037{
1207 object *tmp,*last=NULL; 1038 object *tmp, *last = 0;
1208 object *otmp; 1039 object *otmp;
1209 tag_t tag;
1210 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214 1040
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1041 if (flag [FLAG_REMOVED])
1216 dump_object(op); 1042 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 1043
1219 /* Changed it to always dump core in this case. As has been learned 1044 INVOKE_OBJECT (REMOVE, this);
1220 * in the past, trying to recover from errors almost always
1221 * make things worse, and this is a real error here - something
1222 * that should not happen.
1223 * Yes, if this was a mission critical app, trying to do something
1224 * to recover may make sense, but that is because failure of the app
1225 * may have other disastrous problems. Cf runs out of a script
1226 * so is easily enough restarted without any real problems.
1227 * MSW 2001-07-01
1228 */
1229 abort();
1230 }
1231 if(op->more!=NULL)
1232 remove_ob(op->more);
1233 1045
1234 SET_FLAG(op, FLAG_REMOVED); 1046 flag [FLAG_REMOVED] = true;
1235 1047
1048 if (more)
1049 more->remove ();
1050
1236 /* 1051 /*
1237 * In this case, the object to be removed is in someones 1052 * In this case, the object to be removed is in someones
1238 * inventory. 1053 * inventory.
1054 */
1055 if (env)
1056 {
1057 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1058 if (object *pl = visible_to ())
1059 esrv_del_item (pl->contr, count);
1060 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1061
1062 adjust_weight (env, -total_weight ());
1063
1064 /* we set up values so that it could be inserted into
1065 * the map, but we don't actually do that - it is up
1066 * to the caller to decide what we want to do.
1239 */ 1067 */
1240 if(op->env!=NULL) { 1068 map = env->map;
1241 if(op->nrof) 1069 x = env->x;
1242 sub_weight(op->env, op->weight*op->nrof); 1070 y = env->y;
1243 else
1244 sub_weight(op->env, op->weight+op->carrying);
1245 1071
1072 // make sure cmov optimisation is applicable
1073 *(above ? &above->below : &env->inv) = below;
1074 *(below ? &below->above : &above ) = above; // &above is just a dummy
1075
1076 above = 0;
1077 below = 0;
1078 env = 0;
1079
1246 /* NO_FIX_PLAYER is set when a great many changes are being 1080 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 1081 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 1082 * to save cpu time.
1249 */ 1083 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1084 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1085 otmp->update_stats ();
1252 fix_player(otmp); 1086 }
1087 else if (map)
1088 {
1089 map->dirty = true;
1090 mapspace &ms = this->ms ();
1253 1091
1254 if(op->above!=NULL) 1092 if (object *pl = ms.player ())
1255 op->above->below=op->below;
1256 else
1257 op->env->inv=op->below;
1258
1259 if(op->below!=NULL)
1260 op->below->above=op->above;
1261
1262 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do.
1265 */ 1093 {
1266 op->x=op->env->x,op->y=op->env->y; 1094 if (type == PLAYER) // this == pl(!)
1267 op->ox=op->x,op->oy=op->y; 1095 {
1268 op->map=op->env->map; 1096 // leaving a spot always closes any open container on the ground
1269 op->above=NULL,op->below=NULL; 1097 if (container && !container->env)
1270 op->env=NULL; 1098 // this causes spurious floorbox updates, but it ensures
1099 // that the CLOSE event is being sent.
1100 close_container ();
1101
1102 --map->players;
1103 map->touch ();
1104 }
1105 else if (pl->container == this)
1106 {
1107 // removing a container should close it
1108 close_container ();
1109 }
1110
1111 esrv_del_item (pl->contr, count);
1112 }
1113
1114 /* link the object above us */
1115 // re-link, make sure compiler can easily use cmove
1116 *(above ? &above->below : &ms.top) = below;
1117 *(below ? &below->above : &ms.bot) = above;
1118
1119 above = 0;
1120 below = 0;
1121
1122 if (map->in_memory == MAP_SAVING)
1271 return; 1123 return;
1272 }
1273 1124
1274 /* If we get here, we are removing it from a map */ 1125 int check_walk_off = !flag [FLAG_NO_APPLY];
1275 if (op->map == NULL) return;
1276 1126
1277 x = op->x; 1127 if (object *pl = ms.player ())
1278 y = op->y;
1279 m = get_map_from_coord(op->map, &x, &y);
1280
1281 if (!m) {
1282 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1283 op->map->path, op->x, op->y);
1284 /* in old days, we used to set x and y to 0 and continue.
1285 * it seems if we get into this case, something is probablye
1286 * screwed up and should be fixed.
1287 */
1288 abort();
1289 }
1290 if (op->map != m) {
1291 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1292 op->map->path, m->path, op->x, op->y, x, y);
1293 }
1294
1295 /* Re did the following section of code - it looks like it had
1296 * lots of logic for things we no longer care about
1297 */
1298
1299 /* link the object above us */
1300 if (op->above)
1301 op->above->below=op->below;
1302 else
1303 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1304
1305 /* Relink the object below us, if there is one */
1306 if(op->below) {
1307 op->below->above=op->above;
1308 } else {
1309 /* Nothing below, which means we need to relink map object for this space
1310 * use translated coordinates in case some oddness with map tiling is
1311 * evident
1312 */
1313 if(GET_MAP_OB(m,x,y)!=op) {
1314 dump_object(op);
1315 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);
1316 dump_object(GET_MAP_OB(m,x,y));
1317 LOG(llevError,"%s\n",errmsg);
1318 } 1128 {
1319 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1129 if (pl->container == this)
1320 }
1321 op->above=NULL;
1322 op->below=NULL;
1323
1324 if (op->map->in_memory == MAP_SAVING)
1325 return;
1326
1327 tag = op->count;
1328 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1330 /* No point updating the players look faces if he is the object
1331 * being removed.
1332 */
1333
1334 if(tmp->type==PLAYER && tmp!=op) {
1335 /* If a container that the player is currently using somehow gets 1130 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1131 * removed (most likely destroyed), update the player view
1337 * appropriately. 1132 * appropriately.
1338 */ 1133 */
1339 if (tmp->container==op) { 1134 pl->close_container ();
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1135
1341 tmp->container=NULL; 1136 //TODO: the floorbox prev/next might need updating
1137 //esrv_del_item (pl->contr, count);
1138 //TODO: update floorbox to preserve ordering
1139 if (pl->contr->ns)
1140 pl->contr->ns->floorbox_update ();
1141 }
1142
1143 for (tmp = ms.bot; tmp; tmp = tmp->above)
1144 {
1145 /* No point updating the players look faces if he is the object
1146 * being removed.
1147 */
1148
1149 /* See if object moving off should effect something */
1150 if (check_walk_off
1151 && ((move_type & tmp->move_off)
1152 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1153 {
1154 move_apply (tmp, this, 0);
1155
1156 if (destroyed ())
1157 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1342 } 1158 }
1343 tmp->contr->socket.update_look=1; 1159
1160 last = tmp;
1344 } 1161 }
1345 /* See if player moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1348 1162
1349 move_apply(tmp, op, NULL);
1350 if (was_destroyed (op, tag)) {
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 }
1354 }
1355
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357
1358 if(tmp->above == tmp)
1359 tmp->above = NULL;
1360 last=tmp;
1361 }
1362 /* last == NULL of there are no objects on this space */ 1163 /* last == NULL if there are no objects on this space */
1363 if (last==NULL) { 1164 //TODO: this makes little sense, why only update the topmost object?
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1165 if (!last)
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1166 map->at (x, y).flags_ = 0;
1366 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways.
1368 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y);
1371 }
1372 else 1167 else
1373 update_object(last, UP_OBJ_REMOVE); 1168 update_object (last, UP_OBJ_REMOVE);
1374 1169
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1170 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1376 update_all_los(op->map, op->x, op->y); 1171 update_all_los (map, x, y);
1377 1172 }
1378} 1173}
1379 1174
1380/* 1175/*
1381 * merge_ob(op,top): 1176 * merge_ob(op,top):
1382 * 1177 *
1383 * This function goes through all objects below and including top, and 1178 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1179 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1180 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1181 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1182 */
1388 1183object *
1389object *merge_ob(object *op, object *top) { 1184merge_ob (object *op, object *top)
1185{
1390 if(!op->nrof) 1186 if (!op->nrof)
1391 return 0; 1187 return 0;
1392 if(top==NULL) 1188
1189 if (!top)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1190 for (top = op; top && top->above; top = top->above)
1191 ;
1192
1394 for(;top!=NULL;top=top->below) { 1193 for (; top; top = top->below)
1395 if(top==op) 1194 if (object::can_merge (op, top))
1396 continue;
1397 if (CAN_MERGE(op,top))
1398 { 1195 {
1399 top->nrof+=op->nrof; 1196 top->nrof += op->nrof;
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1197
1401 op->weight = 0; /* Don't want any adjustements now */ 1198 if (object *pl = top->visible_to ())
1402 remove_ob(op); 1199 esrv_update_item (UPD_NROF, pl, top);
1403 free_object(op); 1200
1201 op->weight = 0; // cancel the addition above
1202 op->carrying = 0; // must be 0 already
1203
1204 op->destroy (1);
1205
1404 return top; 1206 return top;
1405 } 1207 }
1406 } 1208
1407 return NULL; 1209 return 0;
1408} 1210}
1409 1211
1212void
1213object::expand_tail ()
1214{
1215 if (more)
1216 return;
1217
1218 object *prev = this;
1219
1220 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1221 {
1222 object *op = arch_to_object (at);
1223
1224 op->name = name;
1225 op->name_pl = name_pl;
1226 op->title = title;
1227
1228 op->head = this;
1229 prev->more = op;
1230
1231 prev = op;
1232 }
1233}
1234
1410/* 1235/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1236 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1412 * job preparing multi-part monsters 1237 * job preparing multi-part monsters.
1413 */ 1238 */
1239object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1240insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1415 object* tmp; 1241{
1416 if (op->head) 1242 op->remove ();
1417 op=op->head; 1243
1418 for (tmp=op;tmp;tmp=tmp->more){ 1244 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1245 {
1419 tmp->x=x+tmp->arch->clone.x; 1246 tmp->x = x + tmp->arch->x;
1420 tmp->y=y+tmp->arch->clone.y; 1247 tmp->y = y + tmp->arch->y;
1421 } 1248 }
1249
1422 return insert_ob_in_map (op, m, originator, flag); 1250 return insert_ob_in_map (op, m, originator, flag);
1423} 1251}
1424 1252
1425/* 1253/*
1426 * insert_ob_in_map (op, map, originator, flag): 1254 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1255 * This function inserts the object in the two-way linked list
1440 * Return value: 1268 * Return value:
1441 * new object if 'op' was merged with other object 1269 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1270 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1271 * just 'op' otherwise
1444 */ 1272 */
1445 1273object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1274insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1275{
1448 object *tmp, *top, *floor=NULL; 1276 if (op->is_on_map ())
1449 sint16 x,y;
1450
1451 if (QUERY_FLAG (op, FLAG_FREED)) {
1452 LOG (llevError, "Trying to insert freed object!\n");
1453 return NULL;
1454 } 1277 {
1455 if(m==NULL) { 1278 LOG (llevError, "insert_ob_in_map called for object already on map");
1456 dump_object(op);
1457 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1458 return op;
1459 }
1460 if(out_of_map(m,op->x,op->y)) {
1461 dump_object(op);
1462 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1463#ifdef MANY_CORES
1464 /* Better to catch this here, as otherwise the next use of this object
1465 * is likely to cause a crash. Better to find out where it is getting
1466 * improperly inserted.
1467 */
1468 abort(); 1279 abort ();
1469#endif 1280 }
1281
1282 if (op->env)
1283 {
1284 LOG (llevError, "insert_ob_in_map called for object in an inventory (proceeding)");
1285 op->remove ();
1286 }
1287
1288 if (op->face && !face_info (op->face))//D TODO: remove soon
1289 {//D
1290 LOG (llevError | logBacktrace, "op->face out of bounds: %s", op->debug_desc ());//D
1291 op->face = 1;//D
1292 }//D
1293
1294 /* Ideally, the caller figures this out. However, it complicates a lot
1295 * of areas of callers (eg, anything that uses find_free_spot would now
1296 * need extra work
1297 */
1298 if (!xy_normalise (m, op->x, op->y))
1299 {
1300 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found
1470 return op; 1301 return 0;
1471 } 1302 }
1472 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1303
1473 dump_object(op); 1304 if (object *more = op->more)
1474 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg); 1305 if (!insert_ob_in_map (more, m, originator, flag))
1475 return op; 1306 return 0;
1476 }
1477 if(op->more!=NULL) {
1478 /* The part may be on a different map. */
1479 1307
1480 object *more = op->more; 1308 CLEAR_FLAG (op, FLAG_REMOVED);
1481 1309
1482 /* We really need the caller to normalize coordinates - if 1310 op->map = m;
1483 * we set the map, that doesn't work if the location is within 1311 mapspace &ms = op->ms ();
1484 * a map and this is straddling an edge. So only if coordinate 1312
1485 * is clear wrong do we normalize it. 1313 /* this has to be done after we translate the coordinates.
1314 */
1315 if (op->nrof && !(flag & INS_NO_MERGE))
1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1317 if (object::can_merge (op, tmp))
1486 */ 1318 {
1487 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1319 // TODO: we actually want to update tmp, not op,
1488 /* Debugging information so you can see the last coordinates this object had */ 1320 // but some caller surely breaks when we return tmp
1489 more->ox = more->x; 1321 // from here :/
1490 more->oy = more->y; 1322 op->nrof += tmp->nrof;
1491 more->map = get_map_from_coord(m, &more->x, &more->y); 1323 tmp->destroy (1);
1492 } else if (!more->map) {
1493 /* For backwards compatibility - when not dealing with tiled maps,
1494 * more->map should always point to the parent.
1495 */
1496 more->map = m;
1497 } 1324 }
1498 1325
1499 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1500 if ( ! op->head) 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1501 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1328
1502 return NULL; 1329 if (!QUERY_FLAG (op, FLAG_ALIVE))
1330 CLEAR_FLAG (op, FLAG_NO_STEAL);
1331
1332 if (flag & INS_BELOW_ORIGINATOR)
1333 {
1334 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1335 {
1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1337 abort ();
1503 } 1338 }
1339
1340 if (!originator->is_on_map ())
1341 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1342 op->debug_desc (), originator->debug_desc ());
1343
1344 op->above = originator;
1345 op->below = originator->below;
1346 originator->below = op;
1347
1348 *(op->below ? &op->below->above : &ms.bot) = op;
1349 }
1350 else
1504 } 1351 {
1505 CLEAR_FLAG(op,FLAG_REMOVED); 1352 object *floor = 0;
1353 object *top = ms.top;
1506 1354
1507 /* Debugging information so you can see the last coordinates this object had */ 1355 /* If there are other objects, then */
1508 op->ox=op->x; 1356 if (top)
1509 op->oy=op->y; 1357 {
1358 /*
1359 * If there are multiple objects on this space, we do some trickier handling.
1360 * We've already dealt with merging if appropriate.
1361 * Generally, we want to put the new object on top. But if
1362 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1363 * floor, we want to insert above that and no further.
1364 * Also, if there are spell objects on this space, we stop processing
1365 * once we get to them. This reduces the need to traverse over all of
1366 * them when adding another one - this saves quite a bit of cpu time
1367 * when lots of spells are cast in one area. Currently, it is presumed
1368 * that flying non pickable objects are spell objects.
1369 */
1370 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1371 {
1372 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1373 floor = tmp;
1510 1374
1511 /* Ideally, the caller figures this out. However, it complicates a lot 1375 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1512 * of areas of callers (eg, anything that uses find_free_spot would now 1376 {
1513 * need extra work 1377 /* We insert above top, so we want this object below this */
1514 */ 1378 top = tmp->below;
1515 op->map=get_map_from_coord(m, &op->x, &op->y); 1379 break;
1516 x = op->x; 1380 }
1517 y = op->y;
1518 1381
1519 /* this has to be done after we translate the coordinates. 1382 top = tmp;
1520 */
1521 if(op->nrof && !(flag & INS_NO_MERGE)) {
1522 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1523 if (CAN_MERGE(op,tmp)) {
1524 op->nrof+=tmp->nrof;
1525 remove_ob(tmp);
1526 free_object(tmp);
1527 } 1383 }
1528 }
1529 1384
1530 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1385 /* We let update_position deal with figuring out what the space
1531 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1386 * looks like instead of lots of conditions here.
1532 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1387 * makes things faster, and effectively the same result.
1533 CLEAR_FLAG(op, FLAG_NO_STEAL); 1388 */
1534 1389
1535 if (flag & INS_BELOW_ORIGINATOR) { 1390 /* Have object 'fall below' other objects that block view.
1536 if (originator->map != op->map || originator->x != op->x || 1391 * Unless those objects are exits.
1537 originator->y != op->y) { 1392 * If INS_ON_TOP is used, don't do this processing
1538 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1393 * Need to find the object that in fact blocks view, otherwise
1539 abort(); 1394 * stacking is a bit odd.
1395 */
1396 if (!(flag & INS_ON_TOP)
1397 && ms.flags () & P_BLOCKSVIEW
1398 && (op->face && !faces [op->face].visibility))
1399 {
1400 object *last;
1401
1402 for (last = top; last != floor; last = last->below)
1403 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1404 break;
1405
1406 /* Check to see if we found the object that blocks view,
1407 * and make sure we have a below pointer for it so that
1408 * we can get inserted below this one, which requires we
1409 * set top to the object below us.
1410 */
1411 if (last && last->below && last != floor)
1412 top = last->below;
1413 }
1414 } /* If objects on this space */
1415
1416 if (flag & INS_ABOVE_FLOOR_ONLY)
1417 top = floor;
1418
1419 // insert object above top, or bottom-most if top = 0
1420 if (!top)
1421 {
1422 op->below = 0;
1423 op->above = ms.bot;
1424 ms.bot = op;
1425
1426 *(op->above ? &op->above->below : &ms.top) = op;
1540 } 1427 }
1541 op->above = originator;
1542 op->below = originator->below;
1543 if (op->below) op->below->above = op;
1544 else SET_MAP_OB(op->map, op->x, op->y, op);
1545 /* since *below* originator, no need to update top */
1546 originator->below = op;
1547 } else { 1428 else
1548 /* If there are other objects, then */
1549 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1550 object *last=NULL;
1551 /*
1552 * If there are multiple objects on this space, we do some trickier handling.
1553 * We've already dealt with merging if appropriate.
1554 * Generally, we want to put the new object on top. But if
1555 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1556 * floor, we want to insert above that and no further.
1557 * Also, if there are spell objects on this space, we stop processing
1558 * once we get to them. This reduces the need to traverse over all of
1559 * them when adding another one - this saves quite a bit of cpu time
1560 * when lots of spells are cast in one area. Currently, it is presumed
1561 * that flying non pickable objects are spell objects.
1562 */
1563
1564 while (top != NULL) {
1565 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1566 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1567 if (QUERY_FLAG(top, FLAG_NO_PICK)
1568 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1569 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1570 {
1571 /* We insert above top, so we want this object below this */
1572 top=top->below;
1573 break;
1574 }
1575 last = top;
1576 top = top->above;
1577 }
1578 /* Don't want top to be NULL, so set it to the last valid object */
1579 top = last;
1580
1581 /* We let update_position deal with figuring out what the space
1582 * looks like instead of lots of conditions here.
1583 * makes things faster, and effectively the same result.
1584 */
1585
1586 /* Have object 'fall below' other objects that block view.
1587 * Unless those objects are exits, type 66
1588 * If INS_ON_TOP is used, don't do this processing
1589 * Need to find the object that in fact blocks view, otherwise
1590 * stacking is a bit odd.
1591 */
1592 if (!(flag & INS_ON_TOP) &&
1593 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1594 (op->face && !op->face->visibility)) {
1595 for (last=top; last != floor; last=last->below)
1596 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1597 /* Check to see if we found the object that blocks view,
1598 * and make sure we have a below pointer for it so that
1599 * we can get inserted below this one, which requires we
1600 * set top to the object below us.
1601 */
1602 if (last && last->below && last != floor) top=last->below;
1603 }
1604 } /* If objects on this space */
1605 if (flag & INS_MAP_LOAD)
1606 top = GET_MAP_TOP(op->map,op->x,op->y);
1607 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1608
1609 /* Top is the object that our object (op) is going to get inserted above.
1610 */ 1429 {
1611
1612 /* First object on this space */
1613 if (!top) {
1614 op->above = GET_MAP_OB(op->map, op->x, op->y);
1615 if (op->above) op->above->below = op;
1616 op->below = NULL;
1617 SET_MAP_OB(op->map, op->x, op->y, op);
1618 } else { /* get inserted into the stack above top */
1619 op->above = top->above; 1430 op->above = top->above;
1620 if (op->above) op->above->below = op;
1621 op->below = top;
1622 top->above = op; 1431 top->above = op;
1432
1433 op->below = top;
1434 *(op->above ? &op->above->below : &ms.top) = op;
1623 } 1435 }
1624 if (op->above==NULL) 1436 }
1625 SET_MAP_TOP(op->map,op->x, op->y, op);
1626 } /* else not INS_BELOW_ORIGINATOR */
1627 1437
1628 if(op->type==PLAYER) 1438 if (op->type == PLAYER)
1439 {
1629 op->contr->do_los=1; 1440 op->contr->do_los = 1;
1630 1441 ++op->map->players;
1631 /* If we have a floor, we know the player, if any, will be above 1442 op->map->touch ();
1632 * it, so save a few ticks and start from there.
1633 */
1634 if (!(flag & INS_MAP_LOAD))
1635 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1636 if (tmp->type == PLAYER)
1637 tmp->contr->socket.update_look=1;
1638 } 1443 }
1639 1444
1445 op->map->dirty = true;
1446
1447 if (object *pl = ms.player ())
1448 //TODO: the floorbox prev/next might need updating
1449 //esrv_send_item (pl, op);
1450 //TODO: update floorbox to preserve ordering
1451 if (pl->contr->ns)
1452 pl->contr->ns->floorbox_update ();
1453
1640 /* If this object glows, it may affect lighting conditions that are 1454 /* If this object glows, it may affect lighting conditions that are
1641 * visible to others on this map. But update_all_los is really 1455 * visible to others on this map. But update_all_los is really
1642 * an inefficient way to do this, as it means los for all players 1456 * an inefficient way to do this, as it means los for all players
1643 * on the map will get recalculated. The players could very well 1457 * on the map will get recalculated. The players could very well
1644 * be far away from this change and not affected in any way - 1458 * be far away from this change and not affected in any way -
1645 * this should get redone to only look for players within range, 1459 * this should get redone to only look for players within range,
1646 * or just updating the P_NEED_UPDATE for spaces within this area 1460 * or just updating the P_UPTODATE for spaces within this area
1647 * of effect may be sufficient. 1461 * of effect may be sufficient.
1648 */ 1462 */
1649 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1463 if (op->map->darkness && (op->glow_radius != 0))
1650 update_all_los(op->map, op->x, op->y); 1464 update_all_los (op->map, op->x, op->y);
1651 1465
1652
1653 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1466 /* updates flags (blocked, alive, no magic, etc) for this map space */
1654 update_object(op,UP_OBJ_INSERT); 1467 update_object (op, UP_OBJ_INSERT);
1655 1468
1469 INVOKE_OBJECT (INSERT, op);
1656 1470
1657 /* Don't know if moving this to the end will break anything. However, 1471 /* Don't know if moving this to the end will break anything. However,
1658 * we want to have update_look set above before calling this. 1472 * we want to have floorbox_update called before calling this.
1659 * 1473 *
1660 * check_move_on() must be after this because code called from 1474 * check_move_on() must be after this because code called from
1661 * check_move_on() depends on correct map flags (so functions like 1475 * check_move_on() depends on correct map flags (so functions like
1662 * blocked() and wall() work properly), and these flags are updated by 1476 * blocked() and wall() work properly), and these flags are updated by
1663 * update_object(). 1477 * update_object().
1664 */ 1478 */
1665 1479
1666 /* if this is not the head or flag has been passed, don't check walk on status */ 1480 /* if this is not the head or flag has been passed, don't check walk on status */
1667
1668 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1481 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1482 {
1669 if (check_move_on(op, originator)) 1483 if (check_move_on (op, originator))
1670 return NULL; 1484 return 0;
1671 1485
1672 /* If we are a multi part object, lets work our way through the check 1486 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1487 * walk on's.
1674 */ 1488 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1489 for (object *tmp = op->more; tmp; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1490 if (check_move_on (tmp, originator))
1677 return NULL; 1491 return 0;
1678 } 1492 }
1493
1679 return op; 1494 return op;
1680} 1495}
1681 1496
1682/* this function inserts an object in the map, but if it 1497/* this function inserts an object in the map, but if it
1683 * finds an object of its own type, it'll remove that one first. 1498 * finds an object of its own type, it'll remove that one first.
1684 * op is the object to insert it under: supplies x and the map. 1499 * op is the object to insert it under: supplies x and the map.
1685 */ 1500 */
1501void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1502replace_insert_ob_in_map (const char *arch_string, object *op)
1687 object *tmp; 1503{
1688 object *tmp1;
1689
1690 /* first search for itself and remove any old instances */ 1504 /* first search for itself and remove any old instances */
1691 1505
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1506 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1507 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1694 remove_ob(tmp); 1508 tmp->destroy (1);
1695 free_object(tmp);
1696 }
1697 }
1698 1509
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1510 object *tmp = arch_to_object (archetype::find (arch_string));
1700 1511
1701 1512 tmp->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1513 tmp->y = op->y;
1514
1703 insert_ob_in_map(tmp1,op->map,op,0); 1515 insert_ob_in_map (tmp, op->map, op, 0);
1704}
1705
1706/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1708 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array.
1712 */
1713
1714object *get_split_ob(object *orig_ob, uint32 nr) {
1715 object *newob;
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717
1718 if(orig_ob->nrof<nr) {
1719 sprintf(errmsg,"There are only %d %ss.",
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1721 return NULL;
1722 }
1723 newob = object_create_clone(orig_ob);
1724 if((orig_ob->nrof-=nr)<1) {
1725 if ( ! is_removed)
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) {
1730 if(orig_ob->env!=NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1734 LOG(llevDebug,
1735 "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL;
1737 }
1738 }
1739 newob->nrof=nr;
1740
1741 return newob;
1742} 1516}
1743 1517
1518object *
1519object::insert_at (object *where, object *originator, int flags)
1520{
1521 if (where->env)
1522 return where->env->insert (this);
1523 else
1524 return where->map->insert (this, where->x, where->y, originator, flags);
1525}
1526
1744/* 1527/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1528 * decrease(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1529 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1530 * is subsequently removed and freed.
1748 * 1531 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1532 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1533 */
1751 1534bool
1752object *decrease_ob_nr (object *op, uint32 i) 1535object::decrease (sint32 nr)
1753{ 1536{
1754 object *tmp; 1537 if (!nr)
1755 player *pl; 1538 return true;
1756 1539
1757 if (i == 0) /* objects with op->nrof require this check */ 1540 nr = min (nr, nrof);
1541
1542 nrof -= nr;
1543
1544 if (nrof)
1545 {
1546 adjust_weight (env, -weight * nr); // carrying == 0
1547
1548 if (object *pl = visible_to ())
1549 esrv_update_item (UPD_NROF, pl, this);
1550
1551 return true;
1552 }
1553 else
1554 {
1555 destroy (1);
1556 return false;
1557 }
1558}
1559
1560/*
1561 * split(ob,nr) splits up ob into two parts. The part which
1562 * is returned contains nr objects, and the remaining parts contains
1563 * the rest (or is removed and returned if that number is 0).
1564 * On failure, NULL is returned.
1565 */
1566object *
1567object::split (sint32 nr)
1568{
1569 int have = number_of ();
1570
1571 if (have < nr)
1572 return 0;
1573 else if (have == nr)
1574 {
1575 remove ();
1576 return this;
1577 }
1578 else
1579 {
1580 decrease (nr);
1581
1582 object *op = deep_clone ();
1583 op->nrof = nr;
1758 return op; 1584 return op;
1759
1760 if (i > op->nrof)
1761 i = op->nrof;
1762
1763 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 { 1585 }
1765 op->nrof -= i; 1586}
1587
1588object *
1589insert_ob_in_ob (object *op, object *where)
1590{
1591 if (!where)
1766 } 1592 {
1767 else if (op->env != NULL) 1593 char *dump = dump_object (op);
1768 { 1594 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1769 /* is this object in the players inventory, or sub container 1595 free (dump);
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp) {
1780 for (pl=first_player; pl; pl=pl->next)
1781 if (pl->ob->container == op->env) break;
1782 if (pl) tmp=pl->ob;
1783 else tmp=NULL;
1784 }
1785
1786 if (i < op->nrof) {
1787 sub_weight (op->env, op->weight * i);
1788 op->nrof -= i;
1789 if (tmp) {
1790 esrv_send_item(tmp, op);
1791 }
1792 } else {
1793 remove_ob (op);
1794 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803
1804 if (i < op->nrof) {
1805 op->nrof -= i;
1806 } else {
1807 remove_ob (op);
1808 op->nrof = 0;
1809 }
1810 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above)
1812 if (tmp->type == PLAYER) {
1813 if (op->nrof)
1814 esrv_send_item(tmp, op);
1815 else
1816 esrv_del_item(tmp->contr, op->count);
1817 }
1818 }
1819
1820 if (op->nrof) {
1821 return op; 1596 return op;
1822 } else { 1597 }
1823 free_object (op); 1598
1824 return NULL; 1599 if (where->head_ () != where)
1825 } 1600 {
1826} 1601 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1827 1602 where = where->head;
1828/*
1829 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying.
1831 */
1832
1833void add_weight (object *op, signed long weight) {
1834 while (op!=NULL) {
1835 if (op->type == CONTAINER) {
1836 weight=(signed long)(weight*(100-op->stats.Str)/100);
1837 }
1838 op->carrying+=weight;
1839 op=op->env;
1840 } 1603 }
1841}
1842 1604
1605 return where->insert (op);
1606}
1607
1843/* 1608/*
1844 * insert_ob_in_ob(op,environment): 1609 * env->insert (op)
1845 * This function inserts the object op in the linked list 1610 * This function inserts the object op in the linked list
1846 * inside the object environment. 1611 * inside the object environment.
1847 * 1612 *
1848 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1849 * the inventory at the last position or next to other objects of the same
1850 * type.
1851 * Frank: Now sorted by type, archetype and magic!
1852 *
1853 * The function returns now pointer to inserted item, and return value can 1613 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1614 * be != op, if items are merged. -Tero
1855 */ 1615 */
1856 1616object *
1857object *insert_ob_in_ob(object *op,object *where) { 1617object::insert (object *op)
1858 object *tmp, *otmp; 1618{
1859
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1861 dump_object(op);
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865 if(where==NULL) {
1866 dump_object(op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1868 return op;
1869 }
1870 if (where->head) {
1871 LOG(llevDebug,
1872 "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head;
1874 }
1875 if (op->more) { 1619 if (op->more)
1620 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1621 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1622 return op;
1879 } 1623 }
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1624
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1625 op->remove ();
1626
1627 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1628
1882 if(op->nrof) { 1629 if (op->nrof)
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1630 for (object *tmp = inv; tmp; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1631 if (object::can_merge (tmp, op))
1632 {
1885 /* return the original object and remove inserted object 1633 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1634 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1635 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1636
1889 * tmp->nrof, we need to increase the weight. 1637 if (object *pl = tmp->visible_to ())
1890 */ 1638 esrv_update_item (UPD_NROF, pl, tmp);
1891 add_weight (where, op->weight*op->nrof); 1639
1892 SET_FLAG(op, FLAG_REMOVED); 1640 adjust_weight (this, op->total_weight ());
1893 free_object(op); /* free the inserted object */ 1641
1642 op->destroy (1);
1894 op = tmp; 1643 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1644 goto inserted;
1896 CLEAR_FLAG(op, FLAG_REMOVED);
1897 break;
1898 } 1645 }
1899 1646
1900 /* I assume combined objects have no inventory 1647 op->owner = 0; // it's his/hers now. period.
1901 * We add the weight - this object could have just been removed 1648 op->map = 0;
1902 * (if it was possible to merge). calling remove_ob will subtract 1649 op->x = 0;
1903 * the weight, so we need to add it in again, since we actually do 1650 op->y = 0;
1904 * the linking below
1905 */
1906 add_weight (where, op->weight*op->nrof);
1907 } else
1908 add_weight (where, (op->weight+op->carrying));
1909 1651
1910 otmp=is_player_inv(where);
1911 if (otmp&&otmp->contr!=NULL) {
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp);
1914 }
1915
1916 op->map=NULL;
1917 op->env=where;
1918 op->above=NULL; 1652 op->above = 0;
1919 op->below=NULL; 1653 op->below = inv;
1920 op->x=0,op->y=0; 1654 op->env = this;
1921 op->ox=0,op->oy=0;
1922 1655
1656 if (inv)
1657 inv->above = op;
1658
1659 inv = op;
1660
1661 op->flag [FLAG_REMOVED] = 0;
1662
1663 if (object *pl = op->visible_to ())
1664 esrv_send_item (pl, op);
1665
1666 adjust_weight (this, op->total_weight ());
1667
1668inserted:
1923 /* reset the light list and los of the players on the map */ 1669 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1670 if (op->glow_radius && map && map->darkness)
1925 { 1671 update_all_los (map, x, y);
1926#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1928 op->name);
1929#endif /* DEBUG_LIGHTS */
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1931 }
1932 1672
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1673 // if this is a player's inventory, update stats
1934 * It sure simplifies this function... 1674 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1935 */ 1675 update_stats ();
1936 if (where->inv==NULL) 1676
1937 where->inv=op; 1677 INVOKE_OBJECT (INSERT, this);
1938 else { 1678
1939 op->below = where->inv;
1940 op->below->above = op;
1941 where->inv = op;
1942 }
1943 return op; 1679 return op;
1944} 1680}
1945 1681
1946/* 1682/*
1947 * Checks if any objects has a move_type that matches objects 1683 * Checks if any objects has a move_type that matches objects
1961 * 1697 *
1962 * MSW 2001-07-08: Check all objects on space, not just those below 1698 * MSW 2001-07-08: Check all objects on space, not just those below
1963 * object being inserted. insert_ob_in_map may not put new objects 1699 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1700 * on top.
1965 */ 1701 */
1966 1702int
1967int check_move_on (object *op, object *originator) 1703check_move_on (object *op, object *originator)
1968{ 1704{
1969 object *tmp; 1705 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1706 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1707 int x = op->x, y = op->y;
1708
1973 MoveType move_on, move_slow, move_block; 1709 MoveType move_on, move_slow, move_block;
1974 1710
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1711 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1712 return 0;
1977 1713
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1714 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1981 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1715 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1982 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1716 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1717
1984 /* if nothing on this space will slow op down or be applied, 1718 /* if nothing on this space will slow op down or be applied,
1985 * no need to do checking below. have to make sure move_type 1719 * no need to do checking below. have to make sure move_type
1986 * is set, as lots of objects don't have it set - we treat that 1720 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1721 * as walking.
1988 */ 1722 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1723 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1724 return 0;
1991 1725
1992 /* This is basically inverse logic of that below - basically, 1726 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1727 * if the object can avoid the move on or slow move, they do so,
1994 * but can't do it if the alternate movement they are using is 1728 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1729 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1730 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1731 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1998 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1732 return 0;
1999 1733
2000 /* The objects have to be checked from top to bottom. 1734 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1735 * Hence, we first go to the top:
2002 */ 1736 */
2003 1737
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1738 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2005 tmp->above!=NULL; tmp=tmp->above) { 1739 {
2006 /* Trim the search when we find the first other spell effect 1740 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1741 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1742 * we don't need to check all of them.
2009 */ 1743 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1744 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1745 break;
1746 }
1747
1748 for (; tmp; tmp = tmp->below)
2011 } 1749 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1750 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1751 continue; /* Can't apply yourself */
2014 1752
2015 /* Check to see if one of the movement types should be slowed down. 1753 /* Check to see if one of the movement types should be slowed down.
2016 * Second check makes sure that the movement types not being slowed 1754 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1755 * (~slow_move) is not blocked on this space - just because the
2018 * space doesn't slow down swimming (for example), if you can't actually 1756 * space doesn't slow down swimming (for example), if you can't actually
2019 * swim on that space, can't use it to avoid the penalty. 1757 * swim on that space, can't use it to avoid the penalty.
2020 */ 1758 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1760 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_slow) &&
2024 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 {
2025 1764
2026 float diff; 1765 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1766 diff = tmp->move_slow_penalty * fabs (op->speed);
1767
2029 if (op->type == PLAYER) { 1768 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1769 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2031 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1770 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1771 diff /= 4.0;
2033 } 1772
2034 }
2035 op->speed_left -= diff; 1773 op->speed_left -= diff;
2036 } 1774 }
2037 } 1775 }
2038 1776
2039 /* Basically same logic as above, except now for actual apply. */ 1777 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1778 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_on) &&
2042 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1779 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1780 {
2044 move_apply(tmp, op, originator); 1781 move_apply (tmp, op, originator);
1782
2045 if (was_destroyed (op, tag)) 1783 if (op->destroyed ())
2046 return 1; 1784 return 1;
2047 1785
2048 /* what the person/creature stepped onto has moved the object 1786 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1787 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1788 * have a feeling strange problems would result.
2051 */ 1789 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1790 if (op->map != m || op->x != x || op->y != y)
1791 return 0;
2053 } 1792 }
2054 } 1793 }
1794
2055 return 0; 1795 return 0;
2056} 1796}
2057 1797
2058/* 1798/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1799 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1800 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1801 * The first matching object is returned, or NULL if none.
2062 */ 1802 */
2063 1803object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1804present_arch (const archetype *at, maptile *m, int x, int y)
2065 object *tmp; 1805{
2066 if(m==NULL || out_of_map(m,x,y)) { 1806 if (!m || out_of_map (m, x, y))
1807 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1808 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1809 return NULL;
2069 } 1810 }
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1811
2071 if(tmp->arch == at) 1812 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1813 if (tmp->arch->archname == at->archname)
2072 return tmp; 1814 return tmp;
1815
2073 return NULL; 1816 return NULL;
2074} 1817}
2075 1818
2076/* 1819/*
2077 * present(type, map, x, y) searches for any objects with 1820 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1821 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1822 * The first matching object is returned, or NULL if none.
2080 */ 1823 */
2081 1824object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 1825present (unsigned char type, maptile *m, int x, int y)
2083 object *tmp; 1826{
2084 if(out_of_map(m,x,y)) { 1827 if (out_of_map (m, x, y))
1828 {
2085 LOG(llevError,"Present called outside map.\n"); 1829 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 1830 return NULL;
2087 } 1831 }
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1832
1833 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2089 if(tmp->type==type) 1834 if (tmp->type == type)
2090 return tmp; 1835 return tmp;
1836
2091 return NULL; 1837 return NULL;
2092} 1838}
2093 1839
2094/* 1840/*
2095 * present_in_ob(type, object) searches for any objects with 1841 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 1842 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 1843 * The first matching object is returned, or NULL if none.
2098 */ 1844 */
2099 1845object *
2100object *present_in_ob(unsigned char type, const object *op) { 1846present_in_ob (unsigned char type, const object *op)
2101 object *tmp; 1847{
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1848 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 1849 if (tmp->type == type)
2104 return tmp; 1850 return tmp;
1851
2105 return NULL; 1852 return NULL;
2106} 1853}
2107 1854
2108/* 1855/*
2109 * present_in_ob (type, str, object) searches for any objects with 1856 * present_in_ob (type, str, object) searches for any objects with
2117 * str is the string to match against. Note that we match against 1864 * str is the string to match against. Note that we match against
2118 * the object name, not the archetype name. this is so that the 1865 * the object name, not the archetype name. this is so that the
2119 * spell code can use one object type (force), but change it's name 1866 * spell code can use one object type (force), but change it's name
2120 * to be unique. 1867 * to be unique.
2121 */ 1868 */
2122 1869object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 1870present_in_ob_by_name (int type, const char *str, const object *op)
2124 object *tmp; 1871{
2125
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1872 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1873 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 1874 return tmp;
2129 } 1875
2130 return NULL; 1876 return 0;
2131} 1877}
2132 1878
2133/* 1879/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 1880 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 1881 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 1882 * The first matching object is returned, or NULL if none.
2137 */ 1883 */
2138 1884object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 1885present_arch_in_ob (const archetype *at, const object *op)
2140 object *tmp; 1886{
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1887 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2142 if( tmp->arch == at) 1888 if (tmp->arch->archname == at->archname)
2143 return tmp; 1889 return tmp;
1890
2144 return NULL; 1891 return NULL;
2145} 1892}
2146 1893
2147/* 1894/*
2148 * activate recursively a flag on an object inventory 1895 * activate recursively a flag on an object inventory
2149 */ 1896 */
1897void
2150void flag_inv(object*op, int flag){ 1898flag_inv (object *op, int flag)
2151 object *tmp; 1899{
2152 if(op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1900 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1901 {
2154 SET_FLAG(tmp, flag); 1902 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 1903 flag_inv (tmp, flag);
2156 } 1904 }
1905}
1906
2157}/* 1907/*
2158 * desactivate recursively a flag on an object inventory 1908 * deactivate recursively a flag on an object inventory
2159 */ 1909 */
1910void
2160void unflag_inv(object*op, int flag){ 1911unflag_inv (object *op, int flag)
2161 object *tmp; 1912{
2162 if(op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1913 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1914 {
2164 CLEAR_FLAG(tmp, flag); 1915 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 1916 unflag_inv (tmp, flag);
2166 } 1917 }
2167}
2168
2169/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for
2173 * him/her-self and all object carried by a call to this function.
2174 */
2175
2176void set_cheat(object *op) {
2177 SET_FLAG(op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ);
2179} 1918}
2180 1919
2181/* 1920/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 1921 * find_free_spot(object, map, x, y, start, stop) will search for
2183 * a spot at the given map and coordinates which will be able to contain 1922 * a spot at the given map and coordinates which will be able to contain
2185 * to search (see the freearr_x/y[] definition). 1924 * to search (see the freearr_x/y[] definition).
2186 * It returns a random choice among the alternatives found. 1925 * It returns a random choice among the alternatives found.
2187 * start and stop are where to start relative to the free_arr array (1,9 1926 * start and stop are where to start relative to the free_arr array (1,9
2188 * does all 4 immediate directions). This returns the index into the 1927 * does all 4 immediate directions). This returns the index into the
2189 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1928 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2190 * Note - this only checks to see if there is space for the head of the
2191 * object - if it is a multispace object, this should be called for all
2192 * pieces.
2193 * Note2: This function does correctly handle tiled maps, but does not 1929 * Note: This function does correctly handle tiled maps, but does not
2194 * inform the caller. However, insert_ob_in_map will update as 1930 * inform the caller. However, insert_ob_in_map will update as
2195 * necessary, so the caller shouldn't need to do any special work. 1931 * necessary, so the caller shouldn't need to do any special work.
2196 * Note - updated to take an object instead of archetype - this is necessary 1932 * Note - updated to take an object instead of archetype - this is necessary
2197 * because arch_blocked (now ob_blocked) needs to know the movement type 1933 * because arch_blocked (now ob_blocked) needs to know the movement type
2198 * to know if the space in question will block the object. We can't use 1934 * to know if the space in question will block the object. We can't use
2199 * the archetype because that isn't correct if the monster has been 1935 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 1936 * customized, changed states, etc.
2201 */ 1937 */
2202 1938int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1939find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1940{
1941 int altern[SIZEOFFREE];
2204 int i,index=0, flag; 1942 int index = 0, flag;
2205 static int altern[SIZEOFFREE];
2206 1943
2207 for(i=start;i<stop;i++) { 1944 for (int i = start; i < stop; i++)
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1945 {
2209 if(!flag) 1946 mapxy pos (m, x, y); pos.move (i);
1947
1948 if (!pos.normalise ())
1949 continue;
1950
1951 mapspace &ms = *pos;
1952
1953 if (ms.flags () & P_IS_ALIVE)
1954 continue;
1955
1956 /* However, often
1957 * ob doesn't have any move type (when used to place exits)
1958 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1959 */
1960 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1961 {
2210 altern[index++]=i; 1962 altern [index++] = i;
1963 continue;
1964 }
2211 1965
2212 /* Basically, if we find a wall on a space, we cut down the search size. 1966 /* Basically, if we find a wall on a space, we cut down the search size.
2213 * In this way, we won't return spaces that are on another side of a wall. 1967 * In this way, we won't return spaces that are on another side of a wall.
2214 * This mostly work, but it cuts down the search size in all directions - 1968 * This mostly work, but it cuts down the search size in all directions -
2215 * if the space being examined only has a wall to the north and empty 1969 * if the space being examined only has a wall to the north and empty
2216 * spaces in all the other directions, this will reduce the search space 1970 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 1971 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 1972 * won't look 2 spaces south of the target space.
2219 */ 1973 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1974 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1975 {
2221 stop=maxfree[i]; 1976 stop = maxfree[i];
2222 } 1977 continue;
2223 if(!index) return -1; 1978 }
2224 return altern[RANDOM()%index];
2225}
2226 1979
1980 /* Note it is intentional that we check ob - the movement type of the
1981 * head of the object should correspond for the entire object.
1982 */
1983 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1984 continue;
1985
1986 if (ob->blocked (m, pos.x, pos.y))
1987 continue;
1988
1989 altern [index++] = i;
1990 }
1991
1992 if (!index)
1993 return -1;
1994
1995 return altern [rndm (index)];
1996}
1997
2227/* 1998/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 1999 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 2000 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 2001 * But it will return the first available spot, not a random choice.
2231 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2002 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 2003 */
2233 2004int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2005find_first_free_spot (const object *ob, maptile *m, int x, int y)
2235 int i; 2006{
2236 for(i=0;i<SIZEOFFREE;i++) { 2007 for (int i = 0; i < SIZEOFFREE; i++)
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2008 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 2009 return i;
2239 } 2010
2240 return -1; 2011 return -1;
2241} 2012}
2242 2013
2243/* 2014/*
2244 * The function permute(arr, begin, end) randomly reorders the array 2015 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 2016 * arr[begin..end-1].
2017 * now uses a fisher-yates shuffle, old permute was broken
2246 */ 2018 */
2019static void
2247static void permute(int *arr, int begin, int end) 2020permute (int *arr, int begin, int end)
2248{ 2021{
2249 int i, j, tmp, len; 2022 arr += begin;
2023 end -= begin;
2250 2024
2251 len = end-begin; 2025 while (--end)
2252 for(i = begin; i < end; i++) 2026 swap (arr [end], arr [rndm (end + 1)]);
2253 {
2254 j = begin+RANDOM()%len;
2255
2256 tmp = arr[i];
2257 arr[i] = arr[j];
2258 arr[j] = tmp;
2259 }
2260} 2027}
2261 2028
2262/* new function to make monster searching more efficient, and effective! 2029/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2030 * This basically returns a randomized array (in the passed pointer) of
2264 * the spaces to find monsters. In this way, it won't always look for 2031 * the spaces to find monsters. In this way, it won't always look for
2265 * monsters to the north first. However, the size of the array passed 2032 * monsters to the north first. However, the size of the array passed
2266 * covers all the spaces, so within that size, all the spaces within 2033 * covers all the spaces, so within that size, all the spaces within
2267 * the 3x3 area will be searched, just not in a predictable order. 2034 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2035 */
2036void
2269void get_search_arr(int *search_arr) 2037get_search_arr (int *search_arr)
2270{ 2038{
2271 int i; 2039 int i;
2272 2040
2273 for(i = 0; i < SIZEOFFREE; i++) 2041 for (i = 0; i < SIZEOFFREE; i++)
2274 {
2275 search_arr[i] = i; 2042 search_arr[i] = i;
2276 }
2277 2043
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2044 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2045 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2046 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2047}
2282 2048
2283/* 2049/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2050 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2051 * given map at the given coordinates for live objects.
2290 * Perhaps incorrectly, but I'm making the assumption that exclude 2056 * Perhaps incorrectly, but I'm making the assumption that exclude
2291 * is actually want is going to try and move there. We need this info 2057 * is actually want is going to try and move there. We need this info
2292 * because we have to know what movement the thing looking to move 2058 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2059 * there is capable of.
2294 */ 2060 */
2295 2061int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2062find_dir (maptile *m, int x, int y, object *exclude)
2063{
2297 int i,max=SIZEOFFREE, mflags; 2064 int i, max = SIZEOFFREE, mflags;
2065
2298 sint16 nx, ny; 2066 sint16 nx, ny;
2299 object *tmp; 2067 object *tmp;
2300 mapstruct *mp; 2068 maptile *mp;
2069
2301 MoveType blocked, move_type; 2070 MoveType blocked, move_type;
2302 2071
2303 if (exclude && exclude->head) { 2072 if (exclude && exclude->head_ () != exclude)
2073 {
2304 exclude = exclude->head; 2074 exclude = exclude->head;
2305 move_type = exclude->move_type; 2075 move_type = exclude->move_type;
2306 } else { 2076 }
2077 else
2078 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2079 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2080 move_type = MOVE_ALL;
2081 }
2082
2083 for (i = 1; i < max; i++)
2309 } 2084 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2085 mp = m;
2313 nx = x + freearr_x[i]; 2086 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2087 ny = y + freearr_y[i];
2315 2088
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2089 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2090
2317 if (mflags & P_OUT_OF_MAP) { 2091 if (mflags & P_OUT_OF_MAP)
2092 max = maxfree[i];
2093 else
2094 {
2095 mapspace &ms = mp->at (nx, ny);
2096
2097 blocked = ms.move_block;
2098
2099 if ((move_type & blocked) == move_type)
2318 max = maxfree[i]; 2100 max = maxfree[i];
2319 } else {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2321
2322 if ((move_type & blocked) == move_type) {
2323 max=maxfree[i];
2324 } else if (mflags & P_IS_ALIVE) { 2101 else if (mflags & P_IS_ALIVE)
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2102 {
2103 for (tmp = ms.bot; tmp; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2104 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2105 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2328 break; 2106 break;
2329 } 2107
2330 }
2331 if(tmp) { 2108 if (tmp)
2332 return freedir[i]; 2109 return freedir[i];
2333 }
2334 } 2110 }
2335 } 2111 }
2336 } 2112 }
2113
2337 return 0; 2114 return 0;
2338} 2115}
2339 2116
2340/* 2117/*
2341 * distance(object 1, object 2) will return the square of the 2118 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2119 * distance between the two given objects.
2343 */ 2120 */
2344 2121int
2345int distance(const object *ob1, const object *ob2) { 2122distance (const object *ob1, const object *ob2)
2346 int i; 2123{
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2124 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2349 return i;
2350} 2125}
2351 2126
2352/* 2127/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2128 * find_dir_2(delta-x,delta-y) will return a direction in which
2354 * an object which has subtracted the x and y coordinates of another 2129 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2130 * object, needs to travel toward it.
2356 */ 2131 */
2357 2132int
2358int find_dir_2(int x, int y) { 2133find_dir_2 (int x, int y)
2134{
2359 int q; 2135 int q;
2360 2136
2361 if(y) 2137 if (y)
2362 q=x*100/y; 2138 q = x * 100 / y;
2363 else if (x) 2139 else if (x)
2364 q= -300*x; 2140 q = -300 * x;
2365 else 2141 else
2366 return 0; 2142 return 0;
2367 2143
2368 if(y>0) { 2144 if (y > 0)
2145 {
2369 if(q < -242) 2146 if (q < -242)
2370 return 3 ; 2147 return 3;
2371 if (q < -41) 2148 if (q < -41)
2372 return 2 ; 2149 return 2;
2373 if (q < 41) 2150 if (q < 41)
2374 return 1 ; 2151 return 1;
2375 if (q < 242) 2152 if (q < 242)
2376 return 8 ; 2153 return 8;
2377 return 7 ; 2154 return 7;
2378 } 2155 }
2379 2156
2380 if (q < -242) 2157 if (q < -242)
2381 return 7 ; 2158 return 7;
2382 if (q < -41) 2159 if (q < -41)
2383 return 6 ; 2160 return 6;
2384 if (q < 41) 2161 if (q < 41)
2385 return 5 ; 2162 return 5;
2386 if (q < 242) 2163 if (q < 242)
2387 return 4 ; 2164 return 4;
2388 2165
2389 return 3 ; 2166 return 3;
2390}
2391
2392/*
2393 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction).
2396 */
2397
2398int absdir(int d) {
2399 while(d<1) d+=8;
2400 while(d>8) d-=8;
2401 return d;
2402} 2167}
2403 2168
2404/* 2169/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2170 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2171 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2172 */
2408 2173int
2409int dirdiff(int dir1, int dir2) { 2174dirdiff (int dir1, int dir2)
2175{
2410 int d; 2176 int d;
2177
2411 d = abs(dir1 - dir2); 2178 d = abs (dir1 - dir2);
2412 if(d>4) 2179 if (d > 4)
2413 d = 8 - d; 2180 d = 8 - d;
2181
2414 return d; 2182 return d;
2415} 2183}
2416 2184
2417/* peterm: 2185/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2186 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2421 * This basically means that if direction is 15, then it could either go 2189 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are. 2190 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2191 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2192 * functions.
2425 */ 2193 */
2426
2427int reduction_dir[SIZEOFFREE][3] = { 2194int reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2195 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2196 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2197 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2198 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2199 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2200 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2201 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2202 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2203 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2204 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2205 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2206 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2207 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2208 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2209 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2210 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2211 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2212 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2213 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2214 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2215 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2216 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2217 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2218 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2219 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2220 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2221 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2222 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2223 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2224 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2225 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2226 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2227 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2228 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2229 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2230 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2231 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2232 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2233 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2234 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2235 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2236 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2237 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2238 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2239 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2240 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2241 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2242 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2243 {24, 9, -1}
2244}; /* 48 */
2477 2245
2478/* Recursive routine to step back and see if we can 2246/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2247 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2248 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2249 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2250 * Modified to be map tile aware -.MSW
2483 */ 2251 */
2484 2252int
2485
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2253can_see_monsterP (maptile *m, int x, int y, int dir)
2254{
2487 sint16 dx, dy; 2255 sint16 dx, dy;
2488 int mflags; 2256 int mflags;
2489 2257
2258 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2259 return 0; /* exit condition: invalid direction */
2491 2260
2492 dx = x + freearr_x[dir]; 2261 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2262 dy = y + freearr_y[dir];
2494 2263
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2264 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2265
2497 /* This functional arguably was incorrect before - it was 2266 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2267 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2268 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2269 * literal on if we can see it. To know if we can actually
2501 * move to the monster, we'd need the monster passed in or 2270 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2271 * at least its move type.
2503 */ 2272 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2273 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2274 return 0;
2505 2275
2506 /* yes, can see. */ 2276 /* yes, can see. */
2507 if(dir < 9) return 1; 2277 if (dir < 9)
2278 return 1;
2279
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2280 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2281 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2510 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2282 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2511} 2283}
2512 2284
2513
2514
2515/* 2285/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2286 * can_pick(picker, item): finds out if an object is possible to be
2517 * picked up by the picker. Returnes 1 if it can be 2287 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2288 * picked up, otherwise 0.
2519 * 2289 *
2520 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2290 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2521 * core dumps if they do. 2291 * core dumps if they do.
2522 * 2292 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2293 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2294 */
2525 2295int
2526int can_pick(const object *who, const object *item) { 2296can_pick (const object *who, const object *item)
2297{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2298 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2299 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2300 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2530 (who->type==PLAYER||item->weight<who->weight/3));
2531} 2301}
2532
2533 2302
2534/* 2303/*
2535 * create clone from object to another 2304 * create clone from object to another
2536 */ 2305 */
2537object *object_create_clone (object *asrc) { 2306object *
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2307object::deep_clone ()
2308{
2309 assert (("deep_clone called on non-head object", is_head ()));
2539 2310
2540 if(!asrc) return NULL; 2311 object *dst = clone ();
2541 src = asrc;
2542 if(src->head)
2543 src = src->head;
2544 2312
2545 prev = NULL; 2313 object *prev = dst;
2546 for(part = src; part; part = part->more) { 2314 for (object *part = this->more; part; part = part->more)
2547 tmp = get_object(); 2315 {
2548 copy_object(part,tmp); 2316 object *tmp = part->clone ();
2549 tmp->x -= src->x;
2550 tmp->y -= src->y;
2551 if(!part->head) {
2552 dst = tmp;
2553 tmp->head = NULL;
2554 } else {
2555 tmp->head = dst; 2317 tmp->head = dst;
2556 }
2557 tmp->more = NULL;
2558 if(prev)
2559 prev->more = tmp; 2318 prev->more = tmp;
2560 prev = tmp; 2319 prev = tmp;
2561 } 2320 }
2562 /*** copy inventory ***/ 2321
2563 for(item = src->inv; item; item = item->below) { 2322 for (object *item = inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2323 insert_ob_in_ob (item->deep_clone (), dst);
2565 }
2566 2324
2567 return dst; 2325 return dst;
2568}
2569
2570/* return true if the object was destroyed, 0 otherwise */
2571int was_destroyed (const object *op, tag_t old_tag)
2572{
2573 /* checking for FLAG_FREED isn't necessary, but makes this function more
2574 * robust */
2575 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2576}
2577
2578/* GROS - Creates an object using a string representing its content. */
2579/* Basically, we save the content of the string to a temp file, then call */
2580/* load_object on it. I admit it is a highly inefficient way to make things, */
2581/* but it was simple to make and allows reusing the load_object function. */
2582/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */
2584
2585object* load_object_str(const char *obstr)
2586{
2587 object *op;
2588 char filename[MAX_BUF];
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2590
2591 FILE *tempfile=fopen(filename,"w");
2592 if (tempfile == NULL)
2593 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n");
2595 return NULL;
2596 };
2597 fprintf(tempfile,obstr);
2598 fclose(tempfile);
2599
2600 op=get_object();
2601
2602 object_thawer thawer (filename);
2603 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0);
2605 LOG(llevDebug," load str completed, object=%s\n",op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED);
2607
2608 return op;
2609} 2326}
2610 2327
2611/* This returns the first object in who's inventory that 2328/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2329 * has the same type and subtype match.
2613 * returns NULL if no match. 2330 * returns NULL if no match.
2614 */ 2331 */
2332object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2333find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2334{
2617 object *tmp;
2618
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2335 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2336 if (tmp->type == type && tmp->subtype == subtype)
2337 return tmp;
2621 2338
2622 return NULL; 2339 return 0;
2623} 2340}
2624 2341
2625/* If ob has a field named key, return the link from the list, 2342const shstr &
2626 * otherwise return NULL. 2343object::kv_get (const shstr &key) const
2627 * 2344{
2628 * key must be a passed in shared string - otherwise, this won't 2345 for (key_value *kv = key_values; kv; kv = kv->next)
2629 * do the desired thing. 2346 if (kv->key == key)
2630 */ 2347 return kv->value;
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2348
2632 key_value * link; 2349 return shstr_null;
2350}
2351
2352void
2353object::kv_set (const shstr &key, const shstr &value)
2354{
2355 for (key_value *kv = key_values; kv; kv = kv->next)
2356 if (kv->key == key)
2357 {
2358 kv->value = value;
2359 return;
2360 }
2361
2362 key_value *kv = new key_value;
2363
2364 kv->next = key_values;
2365 kv->key = key;
2366 kv->value = value;
2367
2368 key_values = kv;
2369}
2370
2371void
2372object::kv_del (const shstr &key)
2373{
2374 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2375 if ((*kvp)->key == key)
2376 {
2377 key_value *kv = *kvp;
2378 *kvp = (*kvp)->next;
2379 delete kv;
2380 return;
2381 }
2382}
2383
2384object::depth_iterator::depth_iterator (object *container)
2385: iterator_base (container)
2386{
2387 while (item->inv)
2388 item = item->inv;
2389}
2390
2391void
2392object::depth_iterator::next ()
2393{
2394 if (item->below)
2633 2395 {
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2396 item = item->below;
2635 if (link->key == key) { 2397
2636 return link; 2398 while (item->inv)
2399 item = item->inv;
2400 }
2401 else
2402 item = item->env;
2403}
2404
2405const char *
2406object::flag_desc (char *desc, int len) const
2407{
2408 char *p = desc;
2409 bool first = true;
2410
2411 *p = 0;
2412
2413 for (int i = 0; i < NUM_FLAGS; i++)
2414 {
2415 if (len <= 10) // magic constant!
2416 {
2417 snprintf (p, len, ",...");
2418 break;
2637 } 2419 }
2638 }
2639
2640 return NULL;
2641}
2642 2420
2643/* 2421 if (flag [i])
2644 * Returns the value of op has an extra_field for key, or NULL.
2645 *
2646 * The argument doesn't need to be a shared string.
2647 *
2648 * The returned string is shared.
2649 */
2650const char * get_ob_key_value(const object * op, const char * const key) {
2651 key_value * link;
2652 const char * canonical_key;
2653
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2422 {
2662 return NULL; 2423 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2663 } 2424 len -= cnt;
2664 2425 p += cnt;
2665 /* This is copied from get_ob_key_link() above - 2426 first = false;
2666 * only 4 lines, and saves the function call overhead.
2667 */
2668 for (link = op->key_values; link != NULL; link = link->next) {
2669 if (link->key == canonical_key) {
2670 return link->value;
2671 } 2427 }
2672 } 2428 }
2429
2430 return desc;
2431}
2432
2433// return a suitable string describing an object in enough detail to find it
2434const char *
2435object::debug_desc (char *info) const
2436{
2437 char flagdesc[512];
2438 char info2[256 * 4];
2439 char *p = info;
2440
2441 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2442 count,
2443 uuid.c_str (),
2444 &name,
2445 title ? ",title:\"" : "",
2446 title ? (const char *)title : "",
2447 title ? "\"" : "",
2448 flag_desc (flagdesc, 512), type);
2449
2450 if (!flag[FLAG_REMOVED] && env)
2451 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2452
2453 if (map)
2454 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2455
2456 return info;
2457}
2458
2459const char *
2460object::debug_desc () const
2461{
2462 static char info[3][256 * 4];
2463 static int info_idx;
2464
2465 return debug_desc (info [++info_idx % 3]);
2466}
2467
2468struct region *
2469object::region () const
2470{
2471 return map ? map->region (x, y)
2472 : region::default_region ();
2473}
2474
2475const materialtype_t *
2476object::dominant_material () const
2477{
2478 if (materialtype_t *mt = name_to_material (materialname))
2479 return mt;
2480
2481 return name_to_material (shstr_unknown);
2482}
2483
2484void
2485object::open_container (object *new_container)
2486{
2487 if (container == new_container)
2673 return NULL; 2488 return;
2674}
2675 2489
2490 object *old_container = container;
2676 2491
2677/* 2492 if (old_container)
2678 * Updates the canonical_key in op to value.
2679 *
2680 * canonical_key is a shared string (value doesn't have to be).
2681 *
2682 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys.
2684 *
2685 * Returns TRUE on success.
2686 */
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2688 key_value * field = NULL, *last=NULL;
2689 2493 {
2690 for (field=op->key_values; field != NULL; field=field->next) { 2494 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2691 if (field->key != canonical_key) { 2495 return;
2692 last = field; 2496
2693 continue; 2497#if 0
2498 // remove the "Close old_container" object.
2499 if (object *closer = old_container->inv)
2500 if (closer->type == CLOSE_CON)
2501 closer->destroy ();
2502#endif
2503
2504 // make sure the container is available
2505 esrv_send_item (this, old_container);
2506
2507 old_container->flag [FLAG_APPLIED] = false;
2508 container = 0;
2509
2510 // client needs item update to make it work, client bug requires this to be separate
2511 esrv_update_item (UPD_FLAGS, this, old_container);
2512
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2514 play_sound (sound_find ("chest_close"));
2515 }
2516
2517 if (new_container)
2518 {
2519 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2520 return;
2521
2522 // TODO: this does not seem to serve any purpose anymore?
2523#if 0
2524 // insert the "Close Container" object.
2525 if (archetype *closer = new_container->other_arch)
2526 {
2527 object *closer = arch_to_object (new_container->other_arch);
2528 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2529 new_container->insert (closer);
2694 } 2530 }
2531#endif
2532
2533 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2534
2535 // make sure the container is available, client bug requires this to be separate
2536 esrv_send_item (this, new_container);
2537
2538 new_container->flag [FLAG_APPLIED] = true;
2539 container = new_container;
2540
2541 // client needs flag change
2542 esrv_update_item (UPD_FLAGS, this, new_container);
2543 esrv_send_inventory (this, new_container);
2544 play_sound (sound_find ("chest_open"));
2695 2545 }
2696 if (field->value) FREE_AND_CLEAR_STR(field->value); 2546// else if (!old_container->env && contr && contr->ns)
2697 if (value) 2547// contr->ns->floorbox_reset ();
2698 field->value = add_string(value); 2548}
2699 else {
2700 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load,
2703 * we get this value back again.
2704 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key))
2706 field->value = NULL;
2707 else {
2708 /* Delete this link */
2709 if (field->key) FREE_AND_CLEAR_STR(field->key);
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next;
2712 else op->key_values = field->next;
2713 free(field);
2714 }
2715 }
2716 return TRUE;
2717 }
2718 /* IF we get here, key doesn't exist */
2719 2549
2720 /* No field, we'll have to add it. */ 2550object *
2551object::force_find (const shstr name)
2552{
2553 /* cycle through his inventory to look for the MARK we want to
2554 * place
2555 */
2556 for (object *tmp = inv; tmp; tmp = tmp->below)
2557 if (tmp->type == FORCE && tmp->slaying == name)
2558 return splay (tmp);
2559
2560 return 0;
2561}
2562
2563void
2564object::force_add (const shstr name, int duration)
2565{
2566 if (object *force = force_find (name))
2567 force->destroy ();
2568
2569 object *force = get_archetype (FORCE_NAME);
2570
2571 force->slaying = name;
2572 force->stats.food = 1;
2573 force->speed_left = -1.f;
2574
2575 force->set_speed (duration ? 1.f / duration : 0.f);
2576 force->flag [FLAG_IS_USED_UP] = true;
2577 force->flag [FLAG_APPLIED] = true;
2578
2579 insert (force);
2580}
2581
2582void
2583object::play_sound (faceidx sound)
2584{
2585 if (!sound)
2586 return;
2587
2588 if (flag [FLAG_REMOVED])
2589 return;
2590
2591 if (env)
2721 2592 {
2722 if (!add_key) { 2593 if (object *pl = in_player ())
2723 return FALSE; 2594 pl->contr->play_sound (sound);
2724 }
2725 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings,
2729 * should pass in ""
2730 */
2731 if (value == NULL) return TRUE;
2732 2595 }
2733 field = (key_value *) malloc(sizeof(key_value)); 2596 else
2734 2597 map->play_sound (sound, x, y);
2735 field->key = add_refcount(canonical_key);
2736 field->value = add_string(value);
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2742} 2598}
2743 2599
2744/*
2745 * Updates the key in op to value.
2746 *
2747 * If add_key is FALSE, this will only update existing keys,
2748 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key
2750 *
2751 * Returns TRUE on success.
2752 */
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2754 const char * canonical_key = NULL;
2755 int floating_ref = FALSE;
2756 int ret;
2757
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string
2759 * to get_ob_key_link(), without leaving a leaked refcount.
2760 */
2761
2762 canonical_key = find_string(key);
2763 if (canonical_key == NULL) {
2764 canonical_key = add_string(key);
2765 floating_ref = TRUE;
2766 }
2767
2768 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2769
2770 if (floating_ref) {
2771 free_string(canonical_key);
2772 }
2773
2774 return ret;
2775}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines