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Comparing deliantra/server/common/object.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.203 by root, Fri Apr 11 13:59:05 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 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 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. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h> 33#include <sproto.h>
41#include <loader.h> 34#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 35
53object *objects; /* Pointer to the list of used objects */ 36#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 37
57void (*object_free_callback)(object *ob); 38UUID UUID::cur;
39static const uint64 UUID_SKIP = 1<<19;
58 40
41objectvec objects;
42activevec actives;
43
59short freearr_x[SIZEOFFREE]= 44short freearr_x[SIZEOFFREE] = {
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
49};
62short freearr_y[SIZEOFFREE]= 50short freearr_y[SIZEOFFREE] = {
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 54 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
55};
65int maxfree[SIZEOFFREE]= 56int maxfree[SIZEOFFREE] = {
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 57 0,
58 9, 10, 13, 14, 17, 18, 21, 22,
59 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 60 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
61};
68int freedir[SIZEOFFREE]= { 62int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 63 0,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
67};
71 68
69static void
70write_uuid (uval64 skip, bool sync)
71{
72 CALL_BEGIN (2);
73 CALL_ARG_SV (newSVval64 (skip));
74 CALL_ARG_SV (boolSV (sync));
75 CALL_CALL ("cf::write_uuid", G_DISCARD);
76 CALL_END;
77}
78
79static void
80read_uuid (void)
81{
82 char filename[MAX_BUF];
83
84 sprintf (filename, "%s/uuid", settings.localdir);
85
86 FILE *fp;
87
88 if (!(fp = fopen (filename, "r")))
89 {
90 if (errno == ENOENT)
91 {
92 LOG (llevInfo, "RESET uid to 1\n");
93 UUID::cur.seq = 0;
94 write_uuid (UUID_SKIP, true);
95 return;
96 }
97
98 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
99 _exit (1);
100 }
101
102 UUID::BUF buf;
103 buf[0] = 0;
104 fgets (buf, sizeof (buf), fp);
105
106 if (!UUID::cur.parse (buf))
107 {
108 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
109 _exit (1);
110 }
111
112 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
113
114 write_uuid (UUID_SKIP, true);
115 fclose (fp);
116}
117
118UUID
119UUID::gen ()
120{
121 UUID uid;
122
123 uid.seq = ++cur.seq;
124
125 if (expect_false (!(cur.seq & (UUID_SKIP - 1))))
126 write_uuid (UUID_SKIP, false);
127
128 return uid;
129}
130
131void
132UUID::init ()
133{
134 read_uuid ();
135}
72 136
73/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 139compare_ob_value_lists_one (const object *wants, const object *has)
140{
75 key_value * wants_field; 141 key_value *wants_field;
76 142
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 143 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 144 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
80 */ 146 */
81 147
82 /* For each field in wants, */ 148 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
150 {
84 key_value * has_field; 151 key_value *has_field;
85 152
86 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
87 has_field = get_ob_key_link(has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
88 157 {
89 if (has_field == NULL) {
90 /* No field with that name. */ 158 /* No field with that name. */
91 return FALSE; 159 return FALSE;
92 }
93 160 }
161
94 /* Found the matching field. */ 162 /* Found the matching field. */
95 if (has_field->value != wants_field->value) { 163 if (has_field->value != wants_field->value)
164 {
96 /* Values don't match, so this half of the comparison is false. */ 165 /* Values don't match, so this half of the comparison is false. */
97 return FALSE; 166 return FALSE;
98 } 167 }
99 168
100 /* If we get here, we found a match. Now for the next field in wants. */ 169 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102 170 }
171
103 /* If we get here, every field in wants has a matching field in has. */ 172 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 173 return TRUE;
105} 174}
106 175
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 176/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 178compare_ob_value_lists (const object *ob1, const object *ob2)
179{
109 /* However, there may be fields in has which aren't partnered in wants, 180 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 181 * so we need to run the comparison *twice*. :(
111 */ 182 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
113} 184}
114 185
115/* Function examines the 2 objects given to it, and returns true if 186/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 187 * they can be merged together.
117 * 188 *
118 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
121 * 192 *
122 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
123 * 194 *
124 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
125 * check weight 196 * check weight
126 */ 197 */
127 198bool object::can_merge_slow (object *ob1, object *ob2)
128int CAN_MERGE(object *ob1, object *ob2) { 199{
129
130 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 201 if (ob1 == ob2
132 202 || ob1->type != ob2->type
133 if (ob1->speed != ob2->speed) return 0; 203 || ob1->speed != ob2->speed
134 /* Note sure why the following is the case - either the object has to 204 || ob1->value != ob2->value
135 * be animated or have a very low speed. Is this an attempted monster 205 || ob1->name != ob2->name)
136 * check?
137 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
139 return 0; 206 return 0;
140 207
208 //TODO: this ain't working well, use nicer and correct overflow check
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 209 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is 210 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof). 211 * used to store nrof).
144 */ 212 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
146 return 0; 214 return 0;
147 215
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag. 216 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We 217 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they 218 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied 219 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning. 220 * flags lose any meaning.
168 */ 221 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
171 224
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
174 227
175 228 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 229 || ob1->arch != ob2->arch
177 * being locked in inventory should prevent merging. 230 || ob1->name != ob2->name
178 * 0x4 in flags3 is CLIENT_SENT 231 || ob1->title != ob2->title
179 */ 232 || ob1->msg != ob2->msg
180 if ((ob1->arch != ob2->arch) || 233 || ob1->weight != ob2->weight
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
191 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
192 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
193 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
194 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
195 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
196 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
197 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
198 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
199 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
200 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
201 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
202 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
203 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
204 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
205 (ob1->move_off != ob2->move_off) || 250 || ob1->move_off != ob2->move_off
206 (ob1->move_slow != ob2->move_slow) || 251 || ob1->move_slow != ob2->move_slow
207 (ob1->move_slow_penalty != ob2->move_slow_penalty) 252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 253 return 0;
210 254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 if (!(ob1->inv && ob2->inv))
261 return 0; /* inventories differ in length */
262
263 if (ob1->inv->below || ob2->inv->below)
264 return 0; /* more than one object in inv */
265
266 if (!object::can_merge (ob1->inv, ob2->inv))
267 return 0; /* inventory objexts differ */
268
269 /* inventory ok - still need to check rest of this object to see
270 * if it is valid.
271 */
272 }
273
211 /* Don't merge objects that are applied. With the new 'body' code, 274 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of 275 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge. 276 * some items equipped, and we don't want those to merge.
214 */ 277 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 278 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
216 return 0; 279 return 0;
217 280
281 /* Note sure why the following is the case - either the object has to
282 * be animated or have a very low speed. Is this an attempted monster
283 * check?
284 */
285 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
286 return 0;
287
218 switch (ob1->type) { 288 switch (ob1->type)
289 {
219 case SCROLL: 290 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 291 if (ob1->level != ob2->level)
292 return 0;
221 break; 293 break;
222
223 } 294 }
295
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 296 if (ob1->key_values != NULL || ob2->key_values != NULL)
297 {
225 /* At least one of these has key_values. */ 298 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 299 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
227 /* One has fields, but the other one doesn't. */ 300 /* One has fields, but the other one doesn't. */
301 return 0;
302 else if (!compare_ob_value_lists (ob1, ob2))
303 return 0;
304 }
305
306 if (ob1->self || ob2->self)
307 {
308 ob1->optimise ();
309 ob2->optimise ();
310
311 if (ob1->self || ob2->self)
312 {
313 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
314 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
315
316 if (k1 != k2)
228 return 0; 317 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 318 else if (k1 == 0)
319 return 1;
320 else if (!cfperl_can_merge (ob1, ob2))
230 return 0; 321 return 0;
231 } 322 }
232 } 323 }
233 324
234 /* Everything passes, must be OK. */ 325 /* Everything passes, must be OK. */
235 return 1; 326 return 1;
236} 327}
237 328
238/* 329/*
239 * sum_weight() is a recursive function which calculates the weight 330 * sum_weight() is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 331 * an object is carrying. It goes through in figures out how much
241 * containers are carrying, and sums it up. 332 * containers are carrying, and sums it up.
242 */ 333 */
243signed long sum_weight(object *op) { 334long
335sum_weight (object *op)
336{
244 signed long sum; 337 long sum;
245 object *inv; 338 object *inv;
339
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 340 for (sum = 0, inv = op->inv; inv; inv = inv->below)
341 {
247 if (inv->inv) 342 if (inv->inv)
248 sum_weight(inv); 343 sum_weight (inv);
344
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 345 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
250 } 346 }
347
251 if (op->type == CONTAINER && op->stats.Str) 348 if (op->type == CONTAINER && op->stats.Str)
252 sum = (sum * (100 - op->stats.Str))/100; 349 sum = (sum * (100 - op->stats.Str)) / 100;
350
253 if(op->carrying != sum) 351 if (op->carrying != sum)
254 op->carrying = sum; 352 op->carrying = sum;
353
255 return sum; 354 return sum;
256} 355}
257 356
258/** 357/**
259 * Return the outermost environment object for a given object. 358 * Return the outermost environment object for a given object.
260 */ 359 */
261 360
361object *
262object *object_get_env_recursive (object *op) { 362object_get_env_recursive (object *op)
363{
263 while (op->env != NULL) 364 while (op->env != NULL)
264 op = op->env; 365 op = op->env;
265 return op; 366 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279} 367}
280 368
281/* 369/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 370 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages. 371 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array. 372 * The result of the dump is stored in the static global errmsg array.
285 */ 373 */
286 374char *
287void dump_object2(object *op) {
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 375dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 376{
342 char *cp; 377 if (!op)
378 return strdup ("[NULLOBJ]");
343 379
344 if(op==NULL) 380 object_freezer freezer;
345 { 381 op->write (freezer);
346 strcpy(outstr,"[NULL pointer]"); 382 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370}
371
372/*
373 * This is really verbose...Can be triggered by the P key while in DM mode.
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
375 */
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 383}
384 384
385/* 385/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 386 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 387 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 388 * If it's not a multi-object, it is returned.
389 */ 389 */
390 390object *
391object *get_nearest_part(object *op, const object *pl) { 391get_nearest_part (object *op, const object *pl)
392{
392 object *tmp,*closest; 393 object *tmp, *closest;
393 int last_dist,i; 394 int last_dist, i;
395
394 if(op->more==NULL) 396 if (op->more == NULL)
395 return op; 397 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 398 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 399 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 400 closest = tmp, last_dist = i;
399 return closest; 401 return closest;
400} 402}
401 403
402/* 404/*
403 * Returns the object which has the count-variable equal to the argument. 405 * Returns the object which has the count-variable equal to the argument.
404 */ 406 */
405 407object *
406object *find_object(tag_t i) { 408find_object (tag_t i)
407 object *op; 409{
408 for(op=objects;op!=NULL;op=op->next) 410 for_all_objects (op)
409 if(op->count==i) 411 if (op->count == i)
410 break;
411 return op; 412 return op;
413
414 return 0;
412} 415}
413 416
414/* 417/*
415 * Returns the first object which has a name equal to the argument. 418 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 419 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 420 * Enables features like "patch <name-of-other-player> food 999"
418 */ 421 */
419 422object *
420object *find_object_name(const char *str) { 423find_object_name (const char *str)
421 const char *name=add_string(str); 424{
425 shstr_cmp str_ (str);
422 object *op; 426 object *op;
423 for(op=objects;op!=NULL;op=op->next) 427
428 for_all_objects (op)
424 if(op->name==name) 429 if (op->name == str_)
425 break; 430 break;
426 free_string(name); 431
427 return op; 432 return op;
428} 433}
429
430void free_all_object_data(void) {
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{
472 if (!op) return;
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479}
480
481
482 434
483/* 435/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 436 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 437 * skill and experience objects.
486 */ 438 * ACTUALLY NO! investigate! TODO
487void set_owner (object *op, object *owner)
488{
489 if(owner==NULL||op==NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */
499 while (owner->owner && owner!=owner->owner &&
500 owner->ownercount==owner->owner->count) owner=owner->owner;
501
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */ 439 */
531 if (clone->type == PLAYER) owner=clone; 440void
532 else return; 441object::set_owner (object *owner)
442{
443 // allow objects which own objects
444 if (owner)
445 while (owner->owner)
446 owner = owner->owner;
447
448 if (flag [FLAG_FREED])
533 } 449 {
534 set_owner(op, owner); 450 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
451 return;
452 }
535 453
454 this->owner = owner;
536} 455}
537 456
538/* 457int
539 * Resets vital variables in an object 458object::slottype () const
540 */ 459{
460 if (type == SKILL)
461 {
462 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
463 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
464 }
465 else
466 {
467 if (slot [body_combat].info) return slot_combat;
468 if (slot [body_range ].info) return slot_ranged;
469 }
470
471 return slot_none;
472}
541 473
542void reset_object(object *op) { 474bool
475object::change_weapon (object *ob)
476{
477 if (current_weapon == ob)
478 return true;
543 479
544 op->name = NULL; 480 if (chosen_skill)
545 op->name_pl = NULL; 481 chosen_skill->flag [FLAG_APPLIED] = false;
546 op->title = NULL; 482
547 op->race = NULL; 483 current_weapon = ob;
548 op->slaying = NULL; 484 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
549 op->skill = NULL; 485
550 op->msg = NULL; 486 if (chosen_skill)
551 op->materialname = NULL; 487 chosen_skill->flag [FLAG_APPLIED] = true;
552 op->lore = NULL; 488
553 op->current_weapon_script = NULL; 489 update_stats ();
554 clear_object(op); 490
491 if (ob)
492 {
493 // now check wether any body locations became invalid, in which case
494 // we cannot apply the weapon at the moment.
495 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
496 if (slot[i].used < 0)
497 {
498 current_weapon = chosen_skill = 0;
499 update_stats ();
500
501 new_draw_info_format (NDI_UNIQUE, 0, this,
502 "You try to balance all your items at once, "
503 "but the %s is just too much for your body. "
504 "[You need to unapply some items first.]", &ob->name);
505 return false;
506 }
507
508 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
509 }
510 else
511 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
512
513 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
514 {
515 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
516 &name, ob->debug_desc ());
517 return false;
518 }
519
520 return true;
555} 521}
556 522
557/* Zero the key_values on op, decrementing the shared-string 523/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 524 * refcounts and freeing the links.
559 */ 525 */
526static void
560static void free_key_values(object * op) { 527free_key_values (object *op)
561 key_value * i; 528{
562 key_value * next = NULL; 529 for (key_value *i = op->key_values; i; )
563 530 {
564 if (op->key_values == NULL) return; 531 key_value *next = i->next;
532 delete i;
533
534 i = next;
565 535 }
566 for (i = op->key_values; i != NULL; i = next) { 536
567 /* Store next *first*. */ 537 op->key_values = 0;
568 next = i->next; 538}
539
540object &
541object::operator =(const object &src)
542{
543 bool is_freed = flag [FLAG_FREED];
544 bool is_removed = flag [FLAG_REMOVED];
545
546 *(object_copy *)this = src;
547
548 flag [FLAG_FREED] = is_freed;
549 flag [FLAG_REMOVED] = is_removed;
550
551 /* Copy over key_values, if any. */
552 if (src.key_values)
553 {
554 key_value *tail = 0;
555 key_values = 0;
556
557 for (key_value *i = src.key_values; i; i = i->next)
569 558 {
570 if (i->key) FREE_AND_CLEAR_STR(i->key); 559 key_value *new_link = new key_value;
571 if (i->value) FREE_AND_CLEAR_STR(i->value); 560
572 i->next = NULL; 561 new_link->next = 0;
573 free(i); 562 new_link->key = i->key;
574 } 563 new_link->value = i->value;
564
565 /* Try and be clever here, too. */
566 if (!key_values)
567 {
568 key_values = new_link;
569 tail = new_link;
570 }
571 else
572 {
573 tail->next = new_link;
574 tail = new_link;
575 }
576 }
575 577 }
576 op->key_values = NULL;
577} 578}
578 579
579
580/* 580/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 event *evt;
588 event *evt2;
589
590 /* redo this to be simpler/more efficient. Was also seeing
591 * crashes in the old code. Move this to the top - am
592 * seeing periodic crashes in this code, and would like to have
593 * as much info available as possible (eg, object name).
594 */
595 for (evt = op->events; evt; evt=evt2) {
596 evt2 = evt->next;
597
598 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
599 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
600 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
601
602 free(evt);
603 }
604 op->events = NULL;
605
606 free_key_values(op);
607
608 /* the memset will clear all these values for us, but we need
609 * to reduce the refcount on them.
610 */
611 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
612 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
613 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
614 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
615 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
616 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
617 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
618 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
619 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
620
621
622 memset((void*)op, 0, sizeof (object_special));
623 /* Below here, we clear things that are not done by the memset,
624 * or set default values that are not zero.
625 */
626 /* This is more or less true */
627 SET_FLAG(op, FLAG_REMOVED);
628
629
630 op->contr = NULL;
631 op->below=NULL;
632 op->above=NULL;
633 op->inv=NULL;
634 op->events=NULL;
635 op->container=NULL;
636 op->env=NULL;
637 op->more=NULL;
638 op->head=NULL;
639 op->map=NULL;
640 op->refcount=0;
641 op->active_next = NULL;
642 op->active_prev = NULL;
643 /* What is not cleared is next, prev, and count */
644
645 op->expmul=1.0;
646 op->face = blank_face;
647 op->attacked_by_count = (tag_t) -1;
648 if (settings.casting_time)
649 op->casting_time = -1;
650
651}
652
653/*
654 * copy object first frees everything allocated by the second object, 581 * copy_to first frees everything allocated by the dst object,
655 * and then copies the contends of the first object into the second 582 * and then copies the contents of itself into the second
656 * object, allocating what needs to be allocated. Basically, any 583 * object, allocating what needs to be allocated. Basically, any
657 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 584 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
658 * if the first object is freed, the pointers in the new object 585 * if the first object is freed, the pointers in the new object
659 * will point at garbage. 586 * will point at garbage.
660 */ 587 */
588void
589object::copy_to (object *dst)
590{
591 *dst = *this;
661 592
662void copy_object(object *op2, object *op) { 593 if (speed < 0)
663 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 594 dst->speed_left -= rndm ();
664 event *evt, *evt2, *evt_new;
665 595
666 /* Decrement the refcounts, but don't bother zeroing the fields; 596 dst->set_speed (dst->speed);
667 they'll be overwritten by memcpy. */
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678
679 /* Basically, same code as from clear_object() */
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694
695 if(is_freed) SET_FLAG(op,FLAG_FREED);
696 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
697 if(op->name!=NULL) add_refcount(op->name);
698 if(op->name_pl!=NULL) add_refcount(op->name_pl);
699 if(op->title!=NULL) add_refcount(op->title);
700 if(op->race!=NULL) add_refcount(op->race);
701 if(op->slaying!=NULL) add_refcount(op->slaying);
702 if(op->skill!=NULL) add_refcount(op->skill);
703 if(op->lore!=NULL) add_refcount(op->lore);
704 if(op->msg!=NULL) add_refcount(op->msg);
705 if(op->custom_name!=NULL) add_refcount(op->custom_name);
706 if (op->materialname != NULL) add_refcount(op->materialname);
707
708 if((op2->speed<0) && !editor)
709 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
710
711 /* Copy over event information */
712 evt2 = NULL;
713 for (evt = op2->events; evt; evt=evt->next) {
714 evt_new = (event *) malloc(sizeof(event));
715 memcpy(evt_new, evt, sizeof(event));
716 if (evt_new->hook) add_refcount(evt_new->hook);
717 if (evt_new->plugin) add_refcount(evt_new->plugin);
718 if (evt_new->options) add_refcount(evt_new->options);
719 evt_new->next = NULL;
720
721 /* Try to be a little clever here, and store away the
722 * last event we copied, so that its simpler to update the
723 * pointer.
724 */
725 if (evt2)
726 evt2->next = evt_new;
727 else
728 op->events = evt_new;
729
730 evt2 = evt_new;
731 }
732 /* Copy over key_values, if any. */
733 if (op2->key_values != NULL) {
734 key_value * tail = NULL;
735 key_value * i;
736
737 op->key_values = NULL;
738
739 for (i = op2->key_values; i != NULL; i = i->next) {
740 key_value * new_link = (key_value *) malloc(sizeof(key_value));
741
742 new_link->next = NULL;
743 new_link->key = add_refcount(i->key);
744 if (i->value)
745 new_link->value = add_refcount(i->value);
746 else
747 new_link->value = NULL;
748
749 /* Try and be clever here, too. */
750 if (op->key_values == NULL) {
751 op->key_values = new_link;
752 tail = new_link;
753 } else {
754 tail->next = new_link;
755 tail = new_link;
756 }
757 }
758 }
759
760 update_ob_speed(op);
761} 597}
762 598
763/* 599void
764 * expand_objects() allocates more objects for the list of unused objects. 600object::instantiate ()
765 * It is called from get_object() if the unused list is empty. 601{
766 */ 602 if (!uuid.seq) // HACK
603 uuid = UUID::gen ();
767 604
768void expand_objects(void) { 605 speed_left = -0.1f;
769 int i; 606 /* copy the body_info to the body_used - this is only really
770 object *obj; 607 * need for monsters, but doesn't hurt to do it for everything.
771 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object)); 608 * by doing so, when a monster is created, it has good starting
772 609 * values for the body_used info, so when items are created
773 if(obj==NULL) 610 * for it, they can be properly equipped.
774 fatal(OUT_OF_MEMORY);
775 free_objects=obj;
776 obj[0].prev=NULL;
777 obj[0].next= &obj[1],
778 SET_FLAG(&(obj[0]), FLAG_REMOVED);
779 SET_FLAG(&(obj[0]), FLAG_FREED);
780
781 for(i=1;i<OBJ_EXPAND-1;i++) {
782 obj[i].next= &obj[i+1],
783 obj[i].prev= &obj[i-1],
784 SET_FLAG(&(obj[i]), FLAG_REMOVED);
785 SET_FLAG(&(obj[i]), FLAG_FREED);
786 }
787 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
788 obj[OBJ_EXPAND-1].next=NULL,
789 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
791
792 nrofallocobjects += OBJ_EXPAND;
793 nroffreeobjects += OBJ_EXPAND;
794}
795
796/*
797 * get_object() grabs an object from the list of unused objects, makes
798 * sure it is initialised, and returns it.
799 * If there are no free objects, expand_objects() is called to get more.
800 */
801
802object *get_object(void) {
803 object *op;
804
805 if(free_objects==NULL) {
806 expand_objects();
807 }
808 op=free_objects;
809#ifdef MEMORY_DEBUG
810 /* The idea is hopefully by doing a realloc, the memory
811 * debugging program will now use the current stack trace to
812 * report leaks.
813 */ 611 */
814 op = realloc(op, sizeof(object)); 612 for (int i = NUM_BODY_LOCATIONS; i--; )
815 SET_FLAG(op, FLAG_REMOVED); 613 slot[i].used = slot[i].info;
816 SET_FLAG(op, FLAG_FREED);
817#endif
818 614
819 if(!QUERY_FLAG(op,FLAG_FREED)) { 615 attachable::instantiate ();
820 LOG(llevError,"Fatal: Getting busy object.\n"); 616}
821 } 617
822 free_objects=op->next; 618object *
823 if(free_objects!=NULL) 619object::clone ()
824 free_objects->prev=NULL; 620{
825 op->count= ++ob_count; 621 object *neu = create ();
826 op->name=NULL; 622 copy_to (neu);
827 op->name_pl=NULL;
828 op->title=NULL;
829 op->race=NULL;
830 op->slaying=NULL;
831 op->skill = NULL;
832 op->lore=NULL;
833 op->msg=NULL;
834 op->materialname=NULL;
835 op->next=objects;
836 op->prev=NULL;
837 op->active_next = NULL;
838 op->active_prev = NULL;
839 if(objects!=NULL)
840 objects->prev=op;
841 objects=op;
842 clear_object(op);
843 SET_FLAG(op,FLAG_REMOVED);
844 nroffreeobjects--;
845 return op; 623 return neu;
846} 624}
847 625
848/* 626/*
849 * If an object with the IS_TURNABLE() flag needs to be turned due 627 * If an object with the IS_TURNABLE() flag needs to be turned due
850 * to the closest player being on the other side, this function can 628 * to the closest player being on the other side, this function can
851 * be called to update the face variable, _and_ how it looks on the map. 629 * be called to update the face variable, _and_ how it looks on the map.
852 */ 630 */
853 631void
854void update_turn_face(object *op) { 632update_turn_face (object *op)
633{
855 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 634 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
856 return; 635 return;
636
857 SET_ANIMATION(op, op->direction); 637 SET_ANIMATION (op, op->direction);
858 update_object(op,UP_OBJ_FACE); 638 update_object (op, UP_OBJ_FACE);
859} 639}
860 640
861/* 641/*
862 * Updates the speed of an object. If the speed changes from 0 to another 642 * Updates the speed of an object. If the speed changes from 0 to another
863 * value, or vice versa, then add/remove the object from the active list. 643 * value, or vice versa, then add/remove the object from the active list.
864 * This function needs to be called whenever the speed of an object changes. 644 * This function needs to be called whenever the speed of an object changes.
865 */ 645 */
866 646void
867void update_ob_speed(object *op) { 647object::set_speed (float speed)
868 extern int arch_init; 648{
869 649 if (flag [FLAG_FREED] && speed)
870 /* No reason putting the archetypes objects on the speed list, 650 {
871 * since they never really need to be updated.
872 */
873
874 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
875 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 651 LOG (llevError, "Object %s is freed but has speed.\n", &name);
876#ifdef MANY_CORES 652 speed = 0;
877 abort();
878#else
879 op->speed = 0;
880#endif
881 } 653 }
882 if (arch_init) {
883 return;
884 }
885 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
886 /* If already on active list, don't do anything */
887 if (op->active_next || op->active_prev || op==active_objects)
888 return;
889 654
890 /* process_events() expects us to insert the object at the beginning 655 this->speed = speed;
891 * of the list. */ 656
892 op->active_next = active_objects; 657 if (has_active_speed ())
893 if (op->active_next!=NULL) 658 activate ();
894 op->active_next->active_prev = op;
895 active_objects = op;
896 }
897 else { 659 else
898 /* If not on the active list, nothing needs to be done */ 660 deactivate ();
899 if (!op->active_next && !op->active_prev && op!=active_objects)
900 return;
901
902 if (op->active_prev==NULL) {
903 active_objects = op->active_next;
904 if (op->active_next!=NULL)
905 op->active_next->active_prev = NULL;
906 }
907 else {
908 op->active_prev->active_next = op->active_next;
909 if (op->active_next)
910 op->active_next->active_prev = op->active_prev;
911 }
912 op->active_next = NULL;
913 op->active_prev = NULL;
914 }
915} 661}
916 662
917/* This function removes object 'op' from the list of active
918 * objects.
919 * This should only be used for style maps or other such
920 * reference maps where you don't want an object that isn't
921 * in play chewing up cpu time getting processed.
922 * The reverse of this is to call update_ob_speed, which
923 * will do the right thing based on the speed of the object.
924 */
925void remove_from_active_list(object *op)
926{
927 /* If not on the active list, nothing needs to be done */
928 if (!op->active_next && !op->active_prev && op!=active_objects)
929 return;
930
931 if (op->active_prev==NULL) {
932 active_objects = op->active_next;
933 if (op->active_next!=NULL)
934 op->active_next->active_prev = NULL;
935 }
936 else {
937 op->active_prev->active_next = op->active_next;
938 if (op->active_next)
939 op->active_next->active_prev = op->active_prev;
940 }
941 op->active_next = NULL;
942 op->active_prev = NULL;
943}
944
945/* 663/*
946 * update_object() updates the array which represents the map. 664 * update_object() updates the the map.
947 * It takes into account invisible objects (and represent squares covered 665 * It takes into account invisible objects (and represent squares covered
948 * by invisible objects by whatever is below them (unless it's another 666 * by invisible objects by whatever is below them (unless it's another
949 * invisible object, etc...) 667 * invisible object, etc...)
950 * If the object being updated is beneath a player, the look-window 668 * If the object being updated is beneath a player, the look-window
951 * of that player is updated (this might be a suboptimal way of 669 * of that player is updated (this might be a suboptimal way of
952 * updating that window, though, since update_object() is called _often_) 670 * updating that window, though, since update_object() is called _often_)
953 * 671 *
954 * action is a hint of what the caller believes need to be done. 672 * action is a hint of what the caller believes need to be done.
955 * For example, if the only thing that has changed is the face (due to
956 * an animation), we don't need to call update_position until that actually
957 * comes into view of a player. OTOH, many other things, like addition/removal
958 * of walls or living creatures may need us to update the flags now.
959 * current action are: 673 * current action are:
960 * UP_OBJ_INSERT: op was inserted 674 * UP_OBJ_INSERT: op was inserted
961 * UP_OBJ_REMOVE: op was removed 675 * UP_OBJ_REMOVE: op was removed
962 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 676 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
963 * as that is easier than trying to look at what may have changed. 677 * as that is easier than trying to look at what may have changed.
964 * UP_OBJ_FACE: only the objects face has changed. 678 * UP_OBJ_FACE: only the objects face has changed.
965 */ 679 */
966 680void
967void update_object(object *op, int action) { 681update_object (object *op, int action)
968 int update_now=0, flags; 682{
969 MoveType move_on, move_off, move_block, move_slow;
970
971 if (op == NULL) { 683 if (op == NULL)
684 {
972 /* this should never happen */ 685 /* this should never happen */
973 LOG(llevDebug,"update_object() called for NULL object.\n"); 686 LOG (llevDebug, "update_object() called for NULL object.\n");
974 return; 687 return;
975 }
976 688 }
977 if(op->env!=NULL) { 689
690 if (op->env)
691 {
978 /* Animation is currently handled by client, so nothing 692 /* Animation is currently handled by client, so nothing
979 * to do in this case. 693 * to do in this case.
980 */ 694 */
981 return; 695 return;
982 } 696 }
983 697
984 /* If the map is saving, don't do anything as everything is 698 /* If the map is saving, don't do anything as everything is
985 * going to get freed anyways. 699 * going to get freed anyways.
986 */ 700 */
987 if (!op->map || op->map->in_memory == MAP_SAVING) return; 701 if (!op->map || op->map->in_memory == MAP_SAVING)
988 702 return;
703
989 /* make sure the object is within map boundaries */ 704 /* make sure the object is within map boundaries */
990 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 705 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
991 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 706 {
992 LOG(llevError,"update_object() called for object out of map!\n"); 707 LOG (llevError, "update_object() called for object out of map!\n");
993#ifdef MANY_CORES 708#ifdef MANY_CORES
994 abort(); 709 abort ();
995#endif 710#endif
996 return; 711 return;
997 }
998 712 }
999 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1000 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1001 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1002 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1003 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1004 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1005 713
714 mapspace &m = op->ms ();
715
716 if (!(m.flags_ & P_UPTODATE))
717 /* nop */;
1006 if (action == UP_OBJ_INSERT) { 718 else if (action == UP_OBJ_INSERT)
719 {
720 // this is likely overkill, TODO: revisit (schmorp)
1007 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 721 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1008 update_now=1;
1009
1010 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 722 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1011 update_now=1; 723 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1012 724 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
725 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1013 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 726 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1014 update_now=1; 727 || (m.move_on | op->move_on ) != m.move_on
1015 728 || (m.move_off | op->move_off ) != m.move_off
1016 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 729 || (m.move_slow | op->move_slow) != m.move_slow
1017 update_now=1;
1018
1019 if ((move_on | op->move_on) != move_on) update_now=1;
1020 if ((move_off | op->move_off) != move_off) update_now=1;
1021 /* This isn't perfect, but I don't expect a lot of objects to 730 /* This isn't perfect, but I don't expect a lot of objects to
1022 * to have move_allow right now. 731 * to have move_allow right now.
1023 */ 732 */
1024 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 733 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1025 update_now=1; 734 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1026 if ((move_slow | op->move_slow) != move_slow) update_now=1; 735 m.flags_ = 0;
1027 } 736 }
1028 /* if the object is being removed, we can't make intelligent 737 /* if the object is being removed, we can't make intelligent
1029 * decisions, because remove_ob can't really pass the object 738 * decisions, because remove_ob can't really pass the object
1030 * that is being removed. 739 * that is being removed.
1031 */ 740 */
1032 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 741 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1033 update_now=1; 742 m.flags_ = 0;
1034 } else if (action == UP_OBJ_FACE) { 743 else if (action == UP_OBJ_FACE)
1035 /* Nothing to do for that case */ 744 /* Nothing to do for that case */ ;
1036 }
1037 else { 745 else
1038 LOG(llevError,"update_object called with invalid action: %d\n", action); 746 LOG (llevError, "update_object called with invalid action: %d\n", action);
1039 }
1040 747
1041 if (update_now) {
1042 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1043 update_position(op->map, op->x, op->y);
1044 }
1045
1046 if(op->more!=NULL) 748 if (op->more)
1047 update_object(op->more, action); 749 update_object (op->more, action);
1048} 750}
1049 751
752object::object ()
753{
754 SET_FLAG (this, FLAG_REMOVED);
1050 755
1051/* 756 expmul = 1.0;
1052 * free_object() frees everything allocated by an object, removes 757 face = blank_face;
1053 * it from the list of used objects, and puts it on the list of 758}
1054 * free objects. The IS_FREED() flag is set in the object. 759
1055 * The object must have been removed by remove_ob() first for 760object::~object ()
1056 * this function to succeed. 761{
762 unlink ();
763
764 free_key_values (this);
765}
766
767static int object_count;
768
769void object::link ()
770{
771 assert (!index);//D
772 uuid = UUID::gen ();
773 count = ++object_count;
774
775 refcnt_inc ();
776 objects.insert (this);
777}
778
779void object::unlink ()
780{
781 if (!index)
782 return;
783
784 objects.erase (this);
785 refcnt_dec ();
786}
787
788void
789object::activate ()
790{
791 /* If already on active list, don't do anything */
792 if (active)
793 return;
794
795 if (has_active_speed ())
796 actives.insert (this);
797}
798
799void
800object::activate_recursive ()
801{
802 activate ();
803
804 for (object *op = inv; op; op = op->below)
805 op->activate_recursive ();
806}
807
808/* This function removes object 'op' from the list of active
809 * objects.
810 * This should only be used for style maps or other such
811 * reference maps where you don't want an object that isn't
812 * in play chewing up cpu time getting processed.
813 * The reverse of this is to call update_ob_speed, which
814 * will do the right thing based on the speed of the object.
1057 * 815 */
1058 * If free_inventory is set, free inventory as well. Else drop items in 816void
1059 * inventory to the ground. 817object::deactivate ()
1060 */ 818{
819 /* If not on the active list, nothing needs to be done */
820 if (!active)
821 return;
1061 822
1062void free_object(object *ob) { 823 actives.erase (this);
1063 free_object2(ob, 0);
1064} 824}
1065void free_object2(object *ob, int free_inventory) {
1066 object *tmp,*op;
1067 825
1068 if (object_free_callback) 826void
1069 object_free_callback (ob); 827object::deactivate_recursive ()
828{
829 for (object *op = inv; op; op = op->below)
830 op->deactivate_recursive ();
1070 831
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 832 deactivate ();
1072 LOG(llevDebug,"Free object called with non removed object\n"); 833}
1073 dump_object(ob); 834
1074#ifdef MANY_CORES 835void
1075 abort(); 836object::set_flag_inv (int flag, int value)
1076#endif 837{
838 for (object *op = inv; op; op = op->below)
1077 } 839 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 840 op->flag [flag] = value;
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 841 op->set_flag_inv (flag, value);
1080 remove_friendly_object(ob);
1081 } 842 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 843}
1083 dump_object(ob); 844
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 845/*
1085 return; 846 * Remove and free all objects in the inventory of the given object.
1086 } 847 * object.c ?
1087 if(ob->more!=NULL) { 848 */
1088 free_object2(ob->more, free_inventory); 849void
1089 ob->more=NULL; 850object::destroy_inv (bool drop_to_ground)
1090 } 851{
1091 if (ob->inv) { 852 // need to check first, because the checks below might segfault
853 // as we might be on an invalid mapspace and crossfire code
854 // is too buggy to ensure that the inventory is empty.
855 // corollary: if you create arrows etc. with stuff in tis inventory,
856 // cf will crash below with off-map x and y
857 if (!inv)
858 return;
859
1092 /* Only if the space blocks everything do we not process - 860 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 861 * if some form of movement is allowed, let objects
1094 * drop on that space. 862 * drop on that space.
1095 */ 863 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 864 if (!drop_to_ground
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 865 || !map
1098 { 866 || map->in_memory != MAP_IN_MEMORY
1099 op=ob->inv; 867 || map->nodrop
1100 while(op!=NULL) { 868 || ms ().move_block == MOVE_ALL)
1101 tmp=op->below; 869 {
1102 remove_ob(op); 870 while (inv)
1103 free_object2(op, free_inventory); 871 {
1104 op=tmp; 872 inv->destroy_inv (drop_to_ground);
873 inv->destroy ();
874 }
1105 } 875 }
1106 } 876 else
1107 else { /* Put objects in inventory onto this space */ 877 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 878 while (inv)
1109 while(op!=NULL) { 879 {
1110 tmp=op->below; 880 object *op = inv;
1111 remove_ob(op); 881
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 882 if (op->flag [FLAG_STARTEQUIP]
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 883 || op->flag [FLAG_NO_DROP]
1114 free_object(op); 884 || op->type == RUNE
1115 else { 885 || op->type == TRAP
1116 op->x=ob->x; 886 || op->flag [FLAG_IS_A_TEMPLATE]
1117 op->y=ob->y; 887 || op->flag [FLAG_DESTROY_ON_DEATH])
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 888 op->destroy ();
1119 } 889 else
1120 op=tmp; 890 map->insert (op, x, y);
891 }
1121 } 892 }
1122 } 893}
894
895object *object::create ()
896{
897 object *op = new object;
898 op->link ();
899 return op;
900}
901
902void
903object::do_destroy ()
904{
905 attachable::do_destroy ();
906
907 if (flag [FLAG_IS_LINKED])
908 remove_button_link (this);
909
910 if (flag [FLAG_FRIENDLY])
911 remove_friendly_object (this);
912
913 if (!flag [FLAG_REMOVED])
914 remove ();
915
916 destroy_inv (true);
917
918 deactivate ();
919 unlink ();
920
921 flag [FLAG_FREED] = 1;
922
923 // hack to ensure that freed objects still have a valid map
924 {
925 static maptile *freed_map; // freed objects are moved here to avoid crashes
926
927 if (!freed_map)
928 {
929 freed_map = new maptile;
930
931 freed_map->path = "<freed objects map>";
932 freed_map->name = "/internal/freed_objects_map";
933 freed_map->width = 3;
934 freed_map->height = 3;
935 freed_map->nodrop = 1;
936
937 freed_map->alloc ();
938 freed_map->in_memory = MAP_IN_MEMORY;
1123 } 939 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127 940
1128 SET_FLAG(ob, FLAG_FREED); 941 map = freed_map;
1129 ob->count = 0; 942 x = 1;
1130 943 y = 1;
1131 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142 944 }
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152 945
946 if (more)
1153 947 {
1154 /* Why aren't events freed? */ 948 more->destroy ();
1155 free_key_values(ob); 949 more = 0;
950 }
1156 951
1157#if 0 /* MEMORY_DEBUG*/ 952 head = 0;
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159 * presumes the freed_object will stick around for at least a little
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170 953
1171 /* Now link it with the free_objects list: */ 954 // clear those pointers that likely might cause circular references
1172 ob->prev=NULL; 955 owner = 0;
1173 ob->next=free_objects; 956 enemy = 0;
1174 if(free_objects!=NULL) 957 attacked_by = 0;
1175 free_objects->prev=ob; 958 current_weapon = 0;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179} 959}
1180 960
1181/* 961void
1182 * count_free() returns the number of objects on the list of free objects. 962object::destroy (bool destroy_inventory)
1183 */ 963{
1184 964 if (destroyed ())
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i; 965 return;
1191}
1192 966
1193/* 967 if (destroy_inventory)
1194 * count_used() returns the number of objects on the list of used objects. 968 destroy_inv (false);
1195 */
1196 969
1197int count_used(void) { 970 if (is_head ())
1198 int i=0; 971 if (sound_destroy)
1199 object *tmp=objects; 972 play_sound (sound_destroy);
1200 while(tmp!=NULL) 973 else if (flag [FLAG_MONSTER])
1201 tmp=tmp->next, i++; 974 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1202 return i;
1203}
1204 975
1205/* 976 attachable::destroy ();
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215} 977}
1216 978
1217/* 979/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 980 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 981 * weight of an object (and what is carried by it's environment(s)).
1220 */ 982 */
1221 983void
1222void sub_weight (object *op, signed long weight) { 984sub_weight (object *op, signed long weight)
985{
1223 while (op != NULL) { 986 while (op != NULL)
987 {
1224 if (op->type == CONTAINER) { 988 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 989 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 990
1227 op->carrying-=weight; 991 op->carrying -= weight;
1228 op = op->env; 992 op = op->env;
1229 } 993 }
1230} 994}
1231 995
1232/* remove_ob(op): 996/* op->remove ():
1233 * This function removes the object op from the linked list of objects 997 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the 998 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 999 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 1000 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1001 * the previous environment.
1238 * Beware: This function is called from the editor as well!
1239 */ 1002 */
1240 1003void
1241void remove_ob(object *op) { 1004object::do_remove ()
1005{
1242 object *tmp,*last=NULL; 1006 object *tmp, *last = 0;
1243 object *otmp; 1007 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 1008
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1009 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 1010 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 1011
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED); 1012 SET_FLAG (this, FLAG_REMOVED);
1013 INVOKE_OBJECT (REMOVE, this);
1270 1014
1015 if (more)
1016 more->remove ();
1017
1271 /* 1018 /*
1272 * In this case, the object to be removed is in someones 1019 * In this case, the object to be removed is in someones
1273 * inventory. 1020 * inventory.
1274 */ 1021 */
1275 if(op->env!=NULL) { 1022 if (env)
1276 if(op->nrof) 1023 {
1024 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1025 sub_weight (env, weight * nrof);
1278 else 1026 else
1279 sub_weight(op->env, op->weight+op->carrying); 1027 sub_weight (env, weight + carrying);
1280 1028
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1029 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1030 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1031 * to save cpu time.
1284 */ 1032 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1033 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1034 otmp->update_stats ();
1287 fix_player(otmp);
1288 1035
1289 if(op->above!=NULL) 1036 if (above)
1290 op->above->below=op->below; 1037 above->below = below;
1291 else 1038 else
1292 op->env->inv=op->below; 1039 env->inv = below;
1293 1040
1294 if(op->below!=NULL) 1041 if (below)
1295 op->below->above=op->above; 1042 below->above = above;
1296 1043
1297 /* we set up values so that it could be inserted into 1044 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1045 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1046 * to the caller to decide what we want to do.
1300 */
1301 op->x=op->env->x,op->y=op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map;
1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL;
1306 return;
1307 }
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */ 1047 */
1048 x = env->x, y = env->y;
1049 map = env->map;
1050 above = 0, below = 0;
1051 env = 0;
1052 }
1053 else if (map)
1054 {
1055 if (type == PLAYER)
1056 {
1057 // leaving a spot always closes any open container on the ground
1058 if (container && !container->env)
1059 // this causes spurious floorbox updates, but it ensures
1060 // that the CLOSE event is being sent.
1061 close_container ();
1333 1062
1063 --map->players;
1064 map->touch ();
1065 }
1066
1067 map->dirty = true;
1068 mapspace &ms = this->ms ();
1069
1334 /* link the object above us */ 1070 /* link the object above us */
1335 if (op->above) 1071 if (above)
1336 op->above->below=op->below; 1072 above->below = below;
1337 else 1073 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1074 ms.top = below; /* we were top, set new top */
1339 1075
1340 /* Relink the object below us, if there is one */ 1076 /* Relink the object below us, if there is one */
1341 if(op->below) { 1077 if (below)
1342 op->below->above=op->above; 1078 below->above = above;
1343 } else { 1079 else
1080 {
1344 /* Nothing below, which means we need to relink map object for this space 1081 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is 1082 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1083 * evident
1347 */ 1084 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1085 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op);
1350 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1086 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1087
1088 ms.bot = above; /* goes on above it. */
1089 }
1090
1091 above = 0;
1092 below = 0;
1093
1359 if (op->map->in_memory == MAP_SAVING) 1094 if (map->in_memory == MAP_SAVING)
1360 return; 1095 return;
1361 1096
1362 tag = op->count; 1097 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1365 /* No point updating the players look faces if he is the object
1366 * being removed.
1367 */
1368 1098
1369 if(tmp->type==PLAYER && tmp!=op) { 1099 if (object *pl = ms.player ())
1100 {
1101 if (pl->container == this)
1370 /* If a container that the player is currently using somehow gets 1102 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1103 * removed (most likely destroyed), update the player view
1372 * appropriately. 1104 * appropriately.
1373 */ 1105 */
1374 if (tmp->container==op) { 1106 pl->close_container ();
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1107
1376 tmp->container=NULL; 1108 pl->contr->ns->floorbox_update ();
1377 } 1109 }
1378 tmp->contr->socket.update_look=1; 1110
1379 } 1111 for (tmp = ms.bot; tmp; tmp = tmp->above)
1112 {
1113 /* No point updating the players look faces if he is the object
1114 * being removed.
1115 */
1116
1380 /* See if player moving off should effect something */ 1117 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1118 if (check_walk_off
1119 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1120 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1121 {
1122 move_apply (tmp, this, 0);
1383 1123
1384 move_apply(tmp, op, NULL); 1124 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1125 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1126 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1127
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1128 last = tmp;
1129 }
1392 1130
1393 if(tmp->above == tmp)
1394 tmp->above = NULL;
1395 last=tmp;
1396 }
1397 /* last == NULL of there are no objects on this space */ 1131 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1132 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1133 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1134 map->at (x, y).flags_ = 0;
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else 1135 else
1408 update_object(last, UP_OBJ_REMOVE); 1136 update_object (last, UP_OBJ_REMOVE);
1409 1137
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1138 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1139 update_all_los (map, x, y);
1412 1140 }
1413} 1141}
1414 1142
1415/* 1143/*
1416 * merge_ob(op,top): 1144 * merge_ob(op,top):
1417 * 1145 *
1418 * This function goes through all objects below and including top, and 1146 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1147 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1148 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1149 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1150 */
1423 1151object *
1424object *merge_ob(object *op, object *top) { 1152merge_ob (object *op, object *top)
1153{
1425 if(!op->nrof) 1154 if (!op->nrof)
1426 return 0; 1155 return 0;
1427 if(top==NULL) 1156
1157 if (!top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1158 for (top = op; top && top->above; top = top->above)
1159 ;
1160
1429 for(;top!=NULL;top=top->below) { 1161 for (; top; top = top->below)
1162 {
1430 if(top==op) 1163 if (top == op)
1431 continue; 1164 continue;
1432 if (CAN_MERGE(op,top)) 1165
1433 { 1166 if (object::can_merge (op, top))
1167 {
1434 top->nrof+=op->nrof; 1168 top->nrof += op->nrof;
1169
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1170/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1171 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1172 op->destroy ();
1438 free_object(op);
1439 return top; 1173 return top;
1440 } 1174 }
1441 } 1175 }
1176
1442 return NULL; 1177 return 0;
1443} 1178}
1444 1179
1180void
1181object::expand_tail ()
1182{
1183 if (more)
1184 return;
1185
1186 object *prev = this;
1187
1188 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1189 {
1190 object *op = arch_to_object (at);
1191
1192 op->name = name;
1193 op->name_pl = name_pl;
1194 op->title = title;
1195
1196 op->head = this;
1197 prev->more = op;
1198
1199 prev = op;
1200 }
1201}
1202
1445/* 1203/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1204 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1447 * job preparing multi-part monsters 1205 * job preparing multi-part monsters.
1448 */ 1206 */
1207object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1208insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1209{
1451 if (op->head) 1210 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1211 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1212 tmp->x = x + tmp->arch->x;
1455 tmp->y=y+tmp->arch->clone.y; 1213 tmp->y = y + tmp->arch->y;
1456 } 1214 }
1215
1457 return insert_ob_in_map (op, m, originator, flag); 1216 return insert_ob_in_map (op, m, originator, flag);
1458} 1217}
1459 1218
1460/* 1219/*
1461 * insert_ob_in_map (op, map, originator, flag): 1220 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1221 * This function inserts the object in the two-way linked list
1475 * Return value: 1234 * Return value:
1476 * new object if 'op' was merged with other object 1235 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1236 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1237 * just 'op' otherwise
1479 */ 1238 */
1480 1239object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1240insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1241{
1242 assert (!op->flag [FLAG_FREED]);
1243
1483 object *tmp, *top, *floor=NULL; 1244 object *top, *floor = NULL;
1484 sint16 x,y;
1485 1245
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1246 op->remove ();
1487 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL;
1489 }
1490 if(m==NULL) {
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493 return op;
1494 }
1495 if(out_of_map(m,op->x,op->y)) {
1496 dump_object(op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted.
1502 */
1503 abort();
1504#endif
1505 return op;
1506 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op;
1511 }
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */
1514 1247
1515 object *more = op->more;
1516
1517 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it.
1521 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y);
1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent.
1530 */
1531 more->map = m;
1532 }
1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535 if ( ! op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL;
1538 }
1539 }
1540 CLEAR_FLAG(op,FLAG_REMOVED);
1541
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot 1248 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now 1249 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1250 * need extra work
1549 */ 1251 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1252 if (!xy_normalise (m, op->x, op->y))
1551 x = op->x; 1253 {
1552 y = op->y; 1254 op->destroy ();
1255 return 0;
1256 }
1553 1257
1258 if (object *more = op->more)
1259 if (!insert_ob_in_map (more, m, originator, flag))
1260 return 0;
1261
1262 CLEAR_FLAG (op, FLAG_REMOVED);
1263
1264 op->map = m;
1265 mapspace &ms = op->ms ();
1266
1554 /* this has to be done after we translate the coordinates. 1267 /* this has to be done after we translate the coordinates.
1555 */ 1268 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1269 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1270 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1271 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1272 {
1560 remove_ob(tmp); 1273 op->nrof += tmp->nrof;
1561 free_object(tmp); 1274 tmp->destroy ();
1562 } 1275 }
1563 }
1564 1276
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1277 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1278 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1279
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1280 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1281 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1282
1570 if (flag & INS_BELOW_ORIGINATOR) { 1283 if (flag & INS_BELOW_ORIGINATOR)
1284 {
1571 if (originator->map != op->map || originator->x != op->x || 1285 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1286 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1287 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1288 abort ();
1575 } 1289 }
1290
1576 op->above = originator; 1291 op->above = originator;
1577 op->below = originator->below; 1292 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1293
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1294 if (op->below)
1295 op->below->above = op;
1296 else
1297 ms.bot = op;
1298
1580 /* since *below* originator, no need to update top */ 1299 /* since *below* originator, no need to update top */
1581 originator->below = op; 1300 originator->below = op;
1582 } else { 1301 }
1302 else
1303 {
1304 top = ms.bot;
1305
1583 /* If there are other objects, then */ 1306 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1307 if (top)
1585 object *last=NULL; 1308 {
1586 /* 1309 object *last = 0;
1310
1311 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1312 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1313 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1314 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1315 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1316 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1317 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of 1318 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time 1319 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed 1320 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1321 * that flying non pickable objects are spell objects.
1597 */ 1322 */
1323 for (top = ms.bot; top; top = top->above)
1324 {
1325 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1326 floor = top;
1598 1327
1599 while (top != NULL) { 1328 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 { 1329 {
1606 /* We insert above top, so we want this object below this */ 1330 /* We insert above top, so we want this object below this */
1607 top=top->below; 1331 top = top->below;
1608 break; 1332 break;
1609 } 1333 }
1610 last = top; 1334
1611 top = top->above; 1335 last = top;
1612 } 1336 }
1337
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1338 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1339 top = last;
1615 1340
1616 /* We let update_position deal with figuring out what the space 1341 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1342 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1343 * makes things faster, and effectively the same result.
1619 */ 1344 */
1620 1345
1621 /* Have object 'fall below' other objects that block view. 1346 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1347 * Unless those objects are exits.
1623 * If INS_ON_TOP is used, don't do this processing 1348 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1349 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1350 * stacking is a bit odd.
1626 */ 1351 */
1627 if (!(flag & INS_ON_TOP) && 1352 if (!(flag & INS_ON_TOP)
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1353 && ms.flags () & P_BLOCKSVIEW
1629 (op->face && !op->face->visibility)) { 1354 && (op->face && !faces [op->face].visibility))
1355 {
1630 for (last=top; last != floor; last=last->below) 1356 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1357 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1358 break;
1359
1632 /* Check to see if we found the object that blocks view, 1360 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1361 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1362 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1363 * set top to the object below us.
1636 */ 1364 */
1637 if (last && last->below && last != floor) top=last->below; 1365 if (last && last->below && last != floor)
1638 } 1366 top = last->below;
1639 } /* If objects on this space */ 1367 }
1640 if (flag & INS_MAP_LOAD) 1368 } /* If objects on this space */
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1369
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1370 if (flag & INS_ABOVE_FLOOR_ONLY)
1371 top = floor;
1643 1372
1644 /* Top is the object that our object (op) is going to get inserted above. 1373 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1374 */
1646 1375
1647 /* First object on this space */ 1376 /* First object on this space */
1648 if (!top) { 1377 if (!top)
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1378 {
1650 if (op->above) op->above->below = op; 1379 op->above = ms.bot;
1651 op->below = NULL; 1380
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1381 if (op->above)
1653 } else { /* get inserted into the stack above top */ 1382 op->above->below = op;
1383
1384 op->below = 0;
1385 ms.bot = op;
1386 }
1387 else
1388 { /* get inserted into the stack above top */
1654 op->above = top->above; 1389 op->above = top->above;
1655 if (op->above) op->above->below = op; 1390
1391 if (op->above)
1392 op->above->below = op;
1393
1656 op->below = top; 1394 op->below = top;
1657 top->above = op; 1395 top->above = op;
1658 } 1396 }
1659 if (op->above==NULL) 1397
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1398 if (!op->above)
1399 ms.top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1400 } /* else not INS_BELOW_ORIGINATOR */
1662 1401
1663 if(op->type==PLAYER) 1402 if (op->type == PLAYER)
1403 {
1664 op->contr->do_los=1; 1404 op->contr->do_los = 1;
1665 1405 ++op->map->players;
1666 /* If we have a floor, we know the player, if any, will be above 1406 op->map->touch ();
1667 * it, so save a few ticks and start from there.
1668 */
1669 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1671 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1;
1673 } 1407 }
1674 1408
1409 op->map->dirty = true;
1410
1411 if (object *pl = ms.player ())
1412 pl->contr->ns->floorbox_update ();
1413
1675 /* If this object glows, it may affect lighting conditions that are 1414 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1415 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players 1416 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well 1417 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1418 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1419 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1420 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1421 * of effect may be sufficient.
1683 */ 1422 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1423 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1424 update_all_los (op->map, op->x, op->y);
1686 1425
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1426 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1427 update_object (op, UP_OBJ_INSERT);
1690 1428
1429 INVOKE_OBJECT (INSERT, op);
1691 1430
1692 /* Don't know if moving this to the end will break anything. However, 1431 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this. 1432 * we want to have floorbox_update called before calling this.
1694 * 1433 *
1695 * check_move_on() must be after this because code called from 1434 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1435 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1436 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1437 * update_object().
1699 */ 1438 */
1700 1439
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1440 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1441 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1442 {
1704 if (check_move_on(op, originator)) 1443 if (check_move_on (op, originator))
1705 return NULL; 1444 return 0;
1706 1445
1707 /* If we are a multi part object, lets work our way through the check 1446 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1447 * walk on's.
1709 */ 1448 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1449 for (object *tmp = op->more; tmp; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1450 if (check_move_on (tmp, originator))
1712 return NULL; 1451 return 0;
1713 } 1452 }
1453
1714 return op; 1454 return op;
1715} 1455}
1716 1456
1717/* this function inserts an object in the map, but if it 1457/* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first. 1458 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map. 1459 * op is the object to insert it under: supplies x and the map.
1720 */ 1460 */
1461void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1462replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1463{
1723 object *tmp1; 1464 object *tmp, *tmp1;
1724 1465
1725 /* first search for itself and remove any old instances */ 1466 /* first search for itself and remove any old instances */
1726 1467
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1468 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1469 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1470 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1471
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1472 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1473
1736 1474 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1475 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1476 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1477}
1478
1479object *
1480object::insert_at (object *where, object *originator, int flags)
1481{
1482 return where->map->insert (this, where->x, where->y, originator, flags);
1483}
1740 1484
1741/* 1485/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1486 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743 * is returned contains nr objects, and the remaining parts contains 1487 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1488 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1489 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1490 * global static errmsg array.
1747 */ 1491 */
1748 1492object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1493get_split_ob (object *orig_ob, uint32 nr)
1494{
1750 object *newob; 1495 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1496 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1497
1753 if(orig_ob->nrof<nr) { 1498 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 } 1499 {
1500 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1501 return NULL;
1502 }
1503
1758 newob = object_create_clone(orig_ob); 1504 newob = object_create_clone (orig_ob);
1505
1759 if((orig_ob->nrof-=nr)<1) { 1506 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1507 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1508 else if (!is_removed)
1509 {
1765 if(orig_ob->env!=NULL) 1510 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1511 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1512 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1513 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1514 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n"); 1515 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1516 return NULL;
1772 } 1517 }
1773 } 1518 }
1519
1774 newob->nrof=nr; 1520 newob->nrof = nr;
1775 1521
1776 return newob; 1522 return newob;
1777} 1523}
1778 1524
1779/* 1525/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1526 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1527 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1528 * is subsequently removed and freed.
1783 * 1529 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1530 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1531 */
1786 1532object *
1787object *decrease_ob_nr (object *op, uint32 i) 1533decrease_ob_nr (object *op, uint32 i)
1788{ 1534{
1789 object *tmp; 1535 object *tmp;
1790 player *pl;
1791 1536
1792 if (i == 0) /* objects with op->nrof require this check */ 1537 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1538 return op;
1794 1539
1795 if (i > op->nrof) 1540 if (i > op->nrof)
1796 i = op->nrof; 1541 i = op->nrof;
1797 1542
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1543 if (QUERY_FLAG (op, FLAG_REMOVED))
1544 op->nrof -= i;
1545 else if (op->env)
1546 {
1547 /* is this object in the players inventory, or sub container
1548 * therein?
1549 */
1550 tmp = op->in_player ();
1551 /* nope. Is this a container the player has opened?
1552 * If so, set tmp to that player.
1553 * IMO, searching through all the players will mostly
1554 * likely be quicker than following op->env to the map,
1555 * and then searching the map for a player.
1556 */
1557 if (!tmp)
1558 for_all_players (pl)
1559 if (pl->ob->container == op->env)
1560 {
1561 tmp = pl->ob;
1562 break;
1563 }
1564
1565 if (i < op->nrof)
1566 {
1567 sub_weight (op->env, op->weight * i);
1568 op->nrof -= i;
1569 if (tmp)
1570 esrv_send_item (tmp, op);
1571 }
1572 else
1573 {
1574 op->remove ();
1575 op->nrof = 0;
1576 if (tmp)
1577 esrv_del_item (tmp->contr, op->count);
1578 }
1799 { 1579 }
1580 else
1581 {
1582 object *above = op->above;
1583
1584 if (i < op->nrof)
1800 op->nrof -= i; 1585 op->nrof -= i;
1801 } 1586 else
1802 else if (op->env != NULL) 1587 {
1803 { 1588 op->remove ();
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i; 1589 op->nrof = 0;
1590 }
1591
1592 /* Since we just removed op, op->above is null */
1593 for (tmp = above; tmp; tmp = tmp->above)
1594 if (tmp->type == PLAYER)
1595 {
1824 if (tmp) { 1596 if (op->nrof)
1825 esrv_send_item(tmp, op); 1597 esrv_send_item (tmp, op);
1826 } 1598 else
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count); 1599 esrv_del_item (tmp->contr, op->count);
1832 } 1600 }
1833 }
1834 }
1835 else
1836 { 1601 }
1837 object *above = op->above;
1838 1602
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) {
1848 if (op->nrof)
1849 esrv_send_item(tmp, op);
1850 else
1851 esrv_del_item(tmp->contr, op->count);
1852 }
1853 }
1854
1855 if (op->nrof) { 1603 if (op->nrof)
1856 return op; 1604 return op;
1857 } else { 1605 else
1858 free_object (op); 1606 {
1607 op->destroy ();
1859 return NULL; 1608 return 0;
1860 } 1609 }
1861} 1610}
1862 1611
1863/* 1612/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1613 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1614 * and also updates how much the environment(s) is/are carrying.
1866 */ 1615 */
1867 1616void
1868void add_weight (object *op, signed long weight) { 1617add_weight (object *op, signed long weight)
1618{
1869 while (op!=NULL) { 1619 while (op != NULL)
1620 {
1870 if (op->type == CONTAINER) { 1621 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1622 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1623
1873 op->carrying+=weight; 1624 op->carrying += weight;
1874 op=op->env; 1625 op = op->env;
1875 } 1626 }
1876} 1627}
1877 1628
1629object *
1630insert_ob_in_ob (object *op, object *where)
1631{
1632 if (!where)
1633 {
1634 char *dump = dump_object (op);
1635 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1636 free (dump);
1637 return op;
1638 }
1639
1640 if (where->head_ () != where)
1641 {
1642 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1643 where = where->head;
1644 }
1645
1646 return where->insert (op);
1647}
1648
1878/* 1649/*
1879 * insert_ob_in_ob(op,environment): 1650 * env->insert (op)
1880 * This function inserts the object op in the linked list 1651 * This function inserts the object op in the linked list
1881 * inside the object environment. 1652 * inside the object environment.
1882 * 1653 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1654 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1655 * be != op, if items are merged. -Tero
1890 */ 1656 */
1891 1657object *
1892object *insert_ob_in_ob(object *op,object *where) { 1658object::insert (object *op)
1893 object *tmp, *otmp; 1659{
1894
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1660 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1661 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1662
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1663 if (op->more)
1664 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1665 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1666 return op;
1914 } 1667 }
1668
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1669 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1670 CLEAR_FLAG (op, FLAG_REMOVED);
1671
1917 if(op->nrof) { 1672 if (op->nrof)
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1673 {
1919 if ( CAN_MERGE(tmp,op) ) { 1674 for (object *tmp = inv; tmp; tmp = tmp->below)
1675 if (object::can_merge (tmp, op))
1676 {
1920 /* return the original object and remove inserted object 1677 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1678 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1679 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1680 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1681 * tmp->nrof, we need to increase the weight.
1925 */ 1682 */
1926 add_weight (where, op->weight*op->nrof); 1683 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1684 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1685 op->destroy (); /* free the inserted object */
1929 op = tmp; 1686 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1687 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1688 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1689 break;
1933 } 1690 }
1934 1691
1935 /* I assume combined objects have no inventory 1692 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1693 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1694 * (if it was possible to merge). calling remove_ob will subtract
1938 * the weight, so we need to add it in again, since we actually do 1695 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1696 * the linking below
1940 */ 1697 */
1941 add_weight (where, op->weight*op->nrof); 1698 add_weight (this, op->weight * op->nrof);
1699 }
1942 } else 1700 else
1943 add_weight (where, (op->weight+op->carrying)); 1701 add_weight (this, (op->weight + op->carrying));
1944 1702
1945 otmp=is_player_inv(where); 1703 if (object *otmp = this->in_player ())
1946 if (otmp&&otmp->contr!=NULL) {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1704 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1705 otmp->update_stats ();
1949 }
1950 1706
1951 op->map=NULL; 1707 op->owner = 0; // its his/hers now. period.
1952 op->env=where; 1708 op->map = 0;
1709 op->env = this;
1953 op->above=NULL; 1710 op->above = 0;
1954 op->below=NULL; 1711 op->below = 0;
1955 op->x=0,op->y=0; 1712 op->x = op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1713
1958 /* reset the light list and los of the players on the map */ 1714 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1715 if (op->glow_radius && map)
1960 { 1716 {
1961#ifdef DEBUG_LIGHTS 1717#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1718 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1719#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1720 if (map->darkness)
1721 update_all_los (map, x, y);
1966 } 1722 }
1967 1723
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1724 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1725 * It sure simplifies this function...
1970 */ 1726 */
1971 if (where->inv==NULL) 1727 if (!inv)
1972 where->inv=op; 1728 inv = op;
1973 else { 1729 else
1730 {
1974 op->below = where->inv; 1731 op->below = inv;
1975 op->below->above = op; 1732 op->below->above = op;
1976 where->inv = op; 1733 inv = op;
1977 } 1734 }
1735
1736 INVOKE_OBJECT (INSERT, this);
1737
1978 return op; 1738 return op;
1979} 1739}
1980 1740
1981/* 1741/*
1982 * Checks if any objects has a move_type that matches objects 1742 * Checks if any objects has a move_type that matches objects
1996 * 1756 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1757 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects 1758 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1759 * on top.
2000 */ 1760 */
2001 1761int
2002int check_move_on (object *op, object *originator) 1762check_move_on (object *op, object *originator)
2003{ 1763{
2004 object *tmp; 1764 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1765 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1766 int x = op->x, y = op->y;
1767
2008 MoveType move_on, move_slow, move_block; 1768 MoveType move_on, move_slow, move_block;
2009 1769
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1770 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1771 return 0;
1772
1773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1774 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1775 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1776
1777 /* if nothing on this space will slow op down or be applied,
1778 * no need to do checking below. have to make sure move_type
1779 * is set, as lots of objects don't have it set - we treat that
1780 * as walking.
1781 */
1782 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1783 return 0;
1784
1785 /* This is basically inverse logic of that below - basically,
1786 * if the object can avoid the move on or slow move, they do so,
1787 * but can't do it if the alternate movement they are using is
1788 * blocked. Logic on this seems confusing, but does seem correct.
1789 */
1790 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1791 return 0;
1792
1793 /* The objects have to be checked from top to bottom.
1794 * Hence, we first go to the top:
1795 */
1796
1797 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1798 {
1799 /* Trim the search when we find the first other spell effect
1800 * this helps performance so that if a space has 50 spell objects,
1801 * we don't need to check all of them.
1802 */
1803 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1804 break;
1805 }
1806
1807 for (; tmp; tmp = tmp->below)
1808 {
1809 if (tmp == op)
1810 continue; /* Can't apply yourself */
1811
1812 /* Check to see if one of the movement types should be slowed down.
1813 * Second check makes sure that the movement types not being slowed
1814 * (~slow_move) is not blocked on this space - just because the
1815 * space doesn't slow down swimming (for example), if you can't actually
1816 * swim on that space, can't use it to avoid the penalty.
1817 */
1818 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1819 {
1820 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1821 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1822 {
1823
1824 float
1825 diff = tmp->move_slow_penalty * fabs (op->speed);
1826
1827 if (op->type == PLAYER)
1828 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1829 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1830 diff /= 4.0;
1831
1832 op->speed_left -= diff;
1833 }
1834 }
1835
1836 /* Basically same logic as above, except now for actual apply. */
1837 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1838 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1839 {
1840 move_apply (tmp, op, originator);
1841
1842 if (op->destroyed ())
1843 return 1;
1844
1845 /* what the person/creature stepped onto has moved the object
1846 * someplace new. Don't process any further - if we did,
1847 * have a feeling strange problems would result.
1848 */
1849 if (op->map != m || op->x != x || op->y != y)
1850 return 0;
1851 }
1852 }
1853
1854 return 0;
2091} 1855}
2092 1856
2093/* 1857/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1858 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1859 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1860 * The first matching object is returned, or NULL if none.
2097 */ 1861 */
2098 1862object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1863present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1864{
2101 if(m==NULL || out_of_map(m,x,y)) { 1865 if (!m || out_of_map (m, x, y))
1866 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1867 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1868 return NULL;
2104 } 1869 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1870
1871 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2106 if(tmp->arch == at) 1872 if (tmp->arch == at)
2107 return tmp; 1873 return tmp;
1874
2108 return NULL; 1875 return NULL;
2109} 1876}
2110 1877
2111/* 1878/*
2112 * present(type, map, x, y) searches for any objects with 1879 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1880 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1881 * The first matching object is returned, or NULL if none.
2115 */ 1882 */
2116 1883object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1884present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1885{
2119 if(out_of_map(m,x,y)) { 1886 if (out_of_map (m, x, y))
1887 {
2120 LOG(llevError,"Present called outside map.\n"); 1888 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1889 return NULL;
2122 } 1890 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1891
1892 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1893 if (tmp->type == type)
2125 return tmp; 1894 return tmp;
1895
2126 return NULL; 1896 return NULL;
2127} 1897}
2128 1898
2129/* 1899/*
2130 * present_in_ob(type, object) searches for any objects with 1900 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1901 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1902 * The first matching object is returned, or NULL if none.
2133 */ 1903 */
2134 1904object *
2135object *present_in_ob(unsigned char type, const object *op) { 1905present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1906{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1907 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1908 if (tmp->type == type)
2139 return tmp; 1909 return tmp;
1910
2140 return NULL; 1911 return NULL;
2141} 1912}
2142 1913
2143/* 1914/*
2144 * present_in_ob (type, str, object) searches for any objects with 1915 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1923 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1924 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1925 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1926 * to be unique.
2156 */ 1927 */
2157 1928object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1929present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1930{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1931 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1932 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1933 return tmp;
2164 } 1934
2165 return NULL; 1935 return 0;
2166} 1936}
2167 1937
2168/* 1938/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1939 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1940 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1941 * The first matching object is returned, or NULL if none.
2172 */ 1942 */
2173 1943object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1944present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1945{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1947 if (tmp->arch == at)
2178 return tmp; 1948 return tmp;
1949
2179 return NULL; 1950 return NULL;
2180} 1951}
2181 1952
2182/* 1953/*
2183 * activate recursively a flag on an object inventory 1954 * activate recursively a flag on an object inventory
2184 */ 1955 */
1956void
2185void flag_inv(object*op, int flag){ 1957flag_inv (object *op, int flag)
2186 object *tmp; 1958{
2187 if(op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1959 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1960 {
2189 SET_FLAG(tmp, flag); 1961 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1962 flag_inv (tmp, flag);
2191 } 1963 }
1964}
1965
2192}/* 1966/*
2193 * desactivate recursively a flag on an object inventory 1967 * deactivate recursively a flag on an object inventory
2194 */ 1968 */
1969void
2195void unflag_inv(object*op, int flag){ 1970unflag_inv (object *op, int flag)
2196 object *tmp; 1971{
2197 if(op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1972 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1973 {
2199 CLEAR_FLAG(tmp, flag); 1974 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1975 unflag_inv (tmp, flag);
2201 } 1976 }
2202}
2203
2204/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function.
2209 */
2210
2211void set_cheat(object *op) {
2212 SET_FLAG(op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ);
2214} 1977}
2215 1978
2216/* 1979/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1980 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain 1981 * a spot at the given map and coordinates which will be able to contain
2220 * to search (see the freearr_x/y[] definition). 1983 * to search (see the freearr_x/y[] definition).
2221 * It returns a random choice among the alternatives found. 1984 * It returns a random choice among the alternatives found.
2222 * start and stop are where to start relative to the free_arr array (1,9 1985 * start and stop are where to start relative to the free_arr array (1,9
2223 * does all 4 immediate directions). This returns the index into the 1986 * does all 4 immediate directions). This returns the index into the
2224 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1987 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2225 * Note - this only checks to see if there is space for the head of the
2226 * object - if it is a multispace object, this should be called for all
2227 * pieces.
2228 * Note2: This function does correctly handle tiled maps, but does not 1988 * Note: This function does correctly handle tiled maps, but does not
2229 * inform the caller. However, insert_ob_in_map will update as 1989 * inform the caller. However, insert_ob_in_map will update as
2230 * necessary, so the caller shouldn't need to do any special work. 1990 * necessary, so the caller shouldn't need to do any special work.
2231 * Note - updated to take an object instead of archetype - this is necessary 1991 * Note - updated to take an object instead of archetype - this is necessary
2232 * because arch_blocked (now ob_blocked) needs to know the movement type 1992 * because arch_blocked (now ob_blocked) needs to know the movement type
2233 * to know if the space in question will block the object. We can't use 1993 * to know if the space in question will block the object. We can't use
2234 * the archetype because that isn't correct if the monster has been 1994 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1995 * customized, changed states, etc.
2236 */ 1996 */
2237 1997int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1998find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1999{
2000 int altern[SIZEOFFREE];
2239 int i,index=0, flag; 2001 int index = 0, flag;
2240 static int altern[SIZEOFFREE];
2241 2002
2242 for(i=start;i<stop;i++) { 2003 for (int i = start; i < stop; i++)
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2004 {
2244 if(!flag) 2005 mapxy pos (m, x, y); pos.move (i);
2006
2007 if (!pos.normalise ())
2008 continue;
2009
2010 mapspace &ms = *pos;
2011
2012 if (ms.flags () & P_IS_ALIVE)
2013 continue;
2014
2015 /* However, often
2016 * ob doesn't have any move type (when used to place exits)
2017 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2018 */
2019 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2020 {
2245 altern[index++]=i; 2021 altern [index++] = i;
2022 continue;
2023 }
2246 2024
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2025 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 2026 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 2027 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 2028 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 2029 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2030 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2031 * won't look 2 spaces south of the target space.
2254 */ 2032 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2033 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2034 {
2256 stop=maxfree[i]; 2035 stop = maxfree[i];
2257 } 2036 continue;
2258 if(!index) return -1; 2037 }
2259 return altern[RANDOM()%index];
2260}
2261 2038
2039 /* Note it is intentional that we check ob - the movement type of the
2040 * head of the object should correspond for the entire object.
2041 */
2042 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2043 continue;
2044
2045 if (ob->blocked (m, pos.x, pos.y))
2046 continue;
2047
2048 altern [index++] = i;
2049 }
2050
2051 if (!index)
2052 return -1;
2053
2054 return altern [rndm (index)];
2055}
2056
2262/* 2057/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2058 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2059 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2060 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2061 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2062 */
2268 2063int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2064find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2065{
2271 for(i=0;i<SIZEOFFREE;i++) { 2066 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2067 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2068 return i;
2274 } 2069
2275 return -1; 2070 return -1;
2276} 2071}
2277 2072
2278/* 2073/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2074 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2075 * arr[begin..end-1].
2076 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2077 */
2078static void
2282static void permute(int *arr, int begin, int end) 2079permute (int *arr, int begin, int end)
2283{ 2080{
2284 int i, j, tmp, len; 2081 arr += begin;
2082 end -= begin;
2285 2083
2286 len = end-begin; 2084 while (--end)
2287 for(i = begin; i < end; i++) 2085 swap (arr [end], arr [rndm (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2086}
2296 2087
2297/* new function to make monster searching more efficient, and effective! 2088/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2089 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2090 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed 2091 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within 2092 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order. 2093 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2094 */
2095void
2304void get_search_arr(int *search_arr) 2096get_search_arr (int *search_arr)
2305{ 2097{
2306 int i; 2098 int i;
2307 2099
2308 for(i = 0; i < SIZEOFFREE; i++) 2100 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2101 search_arr[i] = i;
2311 }
2312 2102
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2103 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2104 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2105 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2106}
2317 2107
2318/* 2108/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2109 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2110 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2115 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info 2116 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move 2117 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2118 * there is capable of.
2329 */ 2119 */
2330 2120int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2121find_dir (maptile *m, int x, int y, object *exclude)
2122{
2332 int i,max=SIZEOFFREE, mflags; 2123 int i, max = SIZEOFFREE, mflags;
2124
2333 sint16 nx, ny; 2125 sint16 nx, ny;
2334 object *tmp; 2126 object *tmp;
2335 mapstruct *mp; 2127 maptile *mp;
2128
2336 MoveType blocked, move_type; 2129 MoveType blocked, move_type;
2337 2130
2338 if (exclude && exclude->head) { 2131 if (exclude && exclude->head_ () != exclude)
2132 {
2339 exclude = exclude->head; 2133 exclude = exclude->head;
2340 move_type = exclude->move_type; 2134 move_type = exclude->move_type;
2341 } else { 2135 }
2136 else
2137 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2138 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2139 move_type = MOVE_ALL;
2140 }
2141
2142 for (i = 1; i < max; i++)
2344 } 2143 {
2345 2144 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2145 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2146 ny = y + freearr_y[i];
2350 2147
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2148 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2149
2352 if (mflags & P_OUT_OF_MAP) { 2150 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2151 max = maxfree[i];
2354 } else { 2152 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2153 {
2154 mapspace &ms = mp->at (nx, ny);
2356 2155
2156 blocked = ms.move_block;
2157
2357 if ((move_type & blocked) == move_type) { 2158 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2159 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2160 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2161 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2162 for (tmp = ms.bot; tmp; tmp = tmp->above)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2163 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2363 break; 2164 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2364 } 2165 break;
2365 } 2166
2366 if(tmp) { 2167 if (tmp)
2367 return freedir[i]; 2168 return freedir[i];
2368 } 2169 }
2170 }
2369 } 2171 }
2370 } 2172
2371 }
2372 return 0; 2173 return 0;
2373} 2174}
2374 2175
2375/* 2176/*
2376 * distance(object 1, object 2) will return the square of the 2177 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2178 * distance between the two given objects.
2378 */ 2179 */
2379 2180int
2380int distance(const object *ob1, const object *ob2) { 2181distance (const object *ob1, const object *ob2)
2381 int i; 2182{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2183 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2184}
2386 2185
2387/* 2186/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2187 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another 2188 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2189 * object, needs to travel toward it.
2391 */ 2190 */
2392 2191int
2393int find_dir_2(int x, int y) { 2192find_dir_2 (int x, int y)
2193{
2394 int q; 2194 int q;
2395 2195
2396 if(y) 2196 if (y)
2397 q=x*100/y; 2197 q = x * 100 / y;
2398 else if (x) 2198 else if (x)
2399 q= -300*x; 2199 q = -300 * x;
2400 else 2200 else
2401 return 0; 2201 return 0;
2402 2202
2403 if(y>0) { 2203 if (y > 0)
2204 {
2404 if(q < -242) 2205 if (q < -242)
2405 return 3 ; 2206 return 3;
2406 if (q < -41) 2207 if (q < -41)
2407 return 2 ; 2208 return 2;
2408 if (q < 41) 2209 if (q < 41)
2409 return 1 ; 2210 return 1;
2410 if (q < 242) 2211 if (q < 242)
2411 return 8 ; 2212 return 8;
2412 return 7 ; 2213 return 7;
2413 } 2214 }
2414 2215
2415 if (q < -242) 2216 if (q < -242)
2416 return 7 ; 2217 return 7;
2417 if (q < -41) 2218 if (q < -41)
2418 return 6 ; 2219 return 6;
2419 if (q < 41) 2220 if (q < 41)
2420 return 5 ; 2221 return 5;
2421 if (q < 242) 2222 if (q < 242)
2422 return 4 ; 2223 return 4;
2423 2224
2424 return 3 ; 2225 return 3;
2425}
2426
2427/*
2428 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction).
2431 */
2432
2433int absdir(int d) {
2434 while(d<1) d+=8;
2435 while(d>8) d-=8;
2436 return d;
2437} 2226}
2438 2227
2439/* 2228/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2229 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2230 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2231 */
2443 2232int
2444int dirdiff(int dir1, int dir2) { 2233dirdiff (int dir1, int dir2)
2234{
2445 int d; 2235 int d;
2236
2446 d = abs(dir1 - dir2); 2237 d = abs (dir1 - dir2);
2447 if(d>4) 2238 if (d > 4)
2448 d = 8 - d; 2239 d = 8 - d;
2240
2449 return d; 2241 return d;
2450} 2242}
2451 2243
2452/* peterm: 2244/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2245 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2456 * This basically means that if direction is 15, then it could either go 2248 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are. 2249 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction 2250 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2251 * functions.
2460 */ 2252 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2253int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2254 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2255 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2256 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2257 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2258 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2259 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2260 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2261 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2262 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2263 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2264 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2265 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2266 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2267 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2268 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2269 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2270 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2271 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2272 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2273 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2274 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2275 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2276 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2277 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2278 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2279 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2280 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2281 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2282 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2283 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2284 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2285 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2286 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2287 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2288 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2289 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2290 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2291 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2292 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2293 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2294 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2295 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2296 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2297 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2298 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2299 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2300 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2301 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2302 {24, 9, -1}
2303}; /* 48 */
2512 2304
2513/* Recursive routine to step back and see if we can 2305/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2306 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2307 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2308 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2309 * Modified to be map tile aware -.MSW
2518 */ 2310 */
2519 2311int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2312can_see_monsterP (maptile *m, int x, int y, int dir)
2313{
2522 sint16 dx, dy; 2314 sint16 dx, dy;
2523 int mflags; 2315 int mflags;
2524 2316
2317 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2318 return 0; /* exit condition: invalid direction */
2526 2319
2527 dx = x + freearr_x[dir]; 2320 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2321 dy = y + freearr_y[dir];
2529 2322
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2323 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2324
2532 /* This functional arguably was incorrect before - it was 2325 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2326 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2327 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2328 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or 2329 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2330 * at least its move type.
2538 */ 2331 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2332 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2333 return 0;
2540 2334
2541 /* yes, can see. */ 2335 /* yes, can see. */
2542 if(dir < 9) return 1; 2336 if (dir < 9)
2337 return 1;
2338
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2339 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2340 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2341 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2342}
2547 2343
2548
2549
2550/* 2344/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2345 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2346 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2347 * picked up, otherwise 0.
2554 * 2348 *
2555 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2349 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2556 * core dumps if they do. 2350 * core dumps if they do.
2557 * 2351 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2352 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2353 */
2560 2354int
2561int can_pick(const object *who, const object *item) { 2355can_pick (const object *who, const object *item)
2356{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2357 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2358 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2359 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2360}
2567
2568 2361
2569/* 2362/*
2570 * create clone from object to another 2363 * create clone from object to another
2571 */ 2364 */
2365object *
2572object *object_create_clone (object *asrc) { 2366object_create_clone (object *asrc)
2367{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2368 object *dst = 0, *tmp, *src, *prev, *item;
2574 2369
2575 if(!asrc) return NULL; 2370 if (!asrc)
2576 src = asrc; 2371 return 0;
2577 if(src->head) 2372
2578 src = src->head; 2373 src = asrc->head_ ();
2579 2374
2580 prev = NULL; 2375 prev = 0;
2581 for(part = src; part; part = part->more) { 2376 for (object *part = src; part; part = part->more)
2582 tmp = get_object(); 2377 {
2583 copy_object(part,tmp); 2378 tmp = part->clone ();
2584 tmp->x -= src->x; 2379 tmp->x -= src->x;
2585 tmp->y -= src->y; 2380 tmp->y -= src->y;
2381
2586 if(!part->head) { 2382 if (!part->head)
2383 {
2587 dst = tmp; 2384 dst = tmp;
2588 tmp->head = NULL; 2385 tmp->head = 0;
2386 }
2589 } else { 2387 else
2590 tmp->head = dst; 2388 tmp->head = dst;
2591 } 2389
2592 tmp->more = NULL; 2390 tmp->more = 0;
2391
2593 if(prev) 2392 if (prev)
2594 prev->more = tmp; 2393 prev->more = tmp;
2394
2595 prev = tmp; 2395 prev = tmp;
2596 } 2396 }
2597 /*** copy inventory ***/ 2397
2598 for(item = src->inv; item; item = item->below) { 2398 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2399 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2400
2602 return dst; 2401 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611}
2612
2613/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */
2619
2620object* load_object_str(const char *obstr)
2621{
2622 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF];
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2626 tempfile=fopen(filename,"w");
2627 if (tempfile == NULL)
2628 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n");
2630 return NULL;
2631 };
2632 fprintf(tempfile,obstr);
2633 fclose(tempfile);
2634
2635 op=get_object();
2636
2637 tempfile=fopen(filename,"r");
2638 if (tempfile == NULL)
2639 {
2640 LOG(llevError,"Error - Unable to read object temp file\n");
2641 return NULL;
2642 };
2643 load_object(tempfile,op,LO_NEWFILE,0);
2644 LOG(llevDebug," load str completed, object=%s\n",op->name);
2645 CLEAR_FLAG(op,FLAG_REMOVED);
2646 fclose(tempfile);
2647 return op;
2648} 2402}
2649 2403
2650/* This returns the first object in who's inventory that 2404/* This returns the first object in who's inventory that
2651 * has the same type and subtype match. 2405 * has the same type and subtype match.
2652 * returns NULL if no match. 2406 * returns NULL if no match.
2653 */ 2407 */
2408object *
2654object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2409find_obj_by_type_subtype (const object *who, int type, int subtype)
2655{ 2410{
2656 object *tmp;
2657
2658 for (tmp=who->inv; tmp; tmp=tmp->below) 2411 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2659 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2412 if (tmp->type == type && tmp->subtype == subtype)
2413 return tmp;
2660 2414
2661 return NULL; 2415 return 0;
2662} 2416}
2663 2417
2664/* If ob has a field named key, return the link from the list, 2418/* If ob has a field named key, return the link from the list,
2665 * otherwise return NULL. 2419 * otherwise return NULL.
2666 * 2420 *
2667 * key must be a passed in shared string - otherwise, this won't 2421 * key must be a passed in shared string - otherwise, this won't
2668 * do the desired thing. 2422 * do the desired thing.
2669 */ 2423 */
2424key_value *
2670key_value * get_ob_key_link(const object * ob, const char * key) { 2425get_ob_key_link (const object *ob, const char *key)
2671 key_value * link; 2426{
2672
2673 for (link = ob->key_values; link != NULL; link = link->next) { 2427 for (key_value *link = ob->key_values; link; link = link->next)
2674 if (link->key == key) { 2428 if (link->key == key)
2675 return link; 2429 return link;
2676 } 2430
2677 } 2431 return 0;
2678 2432}
2679 return NULL;
2680}
2681 2433
2682/* 2434/*
2683 * Returns the value of op has an extra_field for key, or NULL. 2435 * Returns the value of op has an extra_field for key, or NULL.
2684 * 2436 *
2685 * The argument doesn't need to be a shared string. 2437 * The argument doesn't need to be a shared string.
2686 * 2438 *
2687 * The returned string is shared. 2439 * The returned string is shared.
2688 */ 2440 */
2441const char *
2689const char * get_ob_key_value(const object * op, const char * const key) { 2442get_ob_key_value (const object *op, const char *const key)
2443{
2690 key_value * link; 2444 key_value *link;
2691 const char * canonical_key; 2445 shstr_cmp canonical_key (key);
2446
2447 if (!canonical_key)
2692 2448 {
2693 canonical_key = find_string(key);
2694
2695 if (canonical_key == NULL) {
2696 /* 1. There being a field named key on any object 2449 /* 1. There being a field named key on any object
2697 * implies there'd be a shared string to find. 2450 * implies there'd be a shared string to find.
2698 * 2. Since there isn't, no object has this field. 2451 * 2. Since there isn't, no object has this field.
2699 * 3. Therefore, *this* object doesn't have this field. 2452 * 3. Therefore, *this* object doesn't have this field.
2700 */ 2453 */
2701 return NULL; 2454 return 0;
2702 } 2455 }
2703 2456
2704 /* This is copied from get_ob_key_link() above - 2457 /* This is copied from get_ob_key_link() above -
2705 * only 4 lines, and saves the function call overhead. 2458 * only 4 lines, and saves the function call overhead.
2706 */ 2459 */
2707 for (link = op->key_values; link != NULL; link = link->next) { 2460 for (link = op->key_values; link; link = link->next)
2708 if (link->key == canonical_key) { 2461 if (link->key == canonical_key)
2709 return link->value; 2462 return link->value;
2710 }
2711 }
2712 return NULL;
2713}
2714 2463
2464 return 0;
2465}
2715 2466
2716/* 2467/*
2717 * Updates the canonical_key in op to value. 2468 * Updates the canonical_key in op to value.
2718 * 2469 *
2719 * canonical_key is a shared string (value doesn't have to be). 2470 * canonical_key is a shared string (value doesn't have to be).
2721 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2472 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2722 * keys. 2473 * keys.
2723 * 2474 *
2724 * Returns TRUE on success. 2475 * Returns TRUE on success.
2725 */ 2476 */
2477int
2726int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2478set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2479{
2727 key_value * field = NULL, *last=NULL; 2480 key_value *field = NULL, *last = NULL;
2728 2481
2729 for (field=op->key_values; field != NULL; field=field->next) { 2482 for (field = op->key_values; field != NULL; field = field->next)
2730 if (field->key != canonical_key) {
2731 last = field;
2732 continue;
2733 }
2734 2483 {
2735 if (field->value) FREE_AND_CLEAR_STR(field->value); 2484 if (field->key != canonical_key)
2736 if (value) 2485 {
2737 field->value = add_string(value); 2486 last = field;
2738 else { 2487 continue;
2488 }
2489
2490 if (value)
2491 field->value = value;
2492 else
2493 {
2739 /* Basically, if the archetype has this key set, 2494 /* Basically, if the archetype has this key set,
2740 * we need to store the null value so when we save 2495 * we need to store the null value so when we save
2741 * it, we save the empty value so that when we load, 2496 * it, we save the empty value so that when we load,
2742 * we get this value back again. 2497 * we get this value back again.
2743 */ 2498 */
2744 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2499 if (get_ob_key_link (op->arch, canonical_key))
2745 field->value = NULL; 2500 field->value = 0;
2746 else { 2501 else
2747 /* Delete this link */ 2502 {
2748 if (field->key) FREE_AND_CLEAR_STR(field->key); 2503 if (last)
2749 if (field->value) FREE_AND_CLEAR_STR(field->value); 2504 last->next = field->next;
2750 if (last) last->next = field->next; 2505 else
2751 else op->key_values = field->next; 2506 op->key_values = field->next;
2752 free(field); 2507
2753 } 2508 delete field;
2754 } 2509 }
2510 }
2755 return TRUE; 2511 return TRUE;
2756 } 2512 }
2757 /* IF we get here, key doesn't exist */ 2513 /* IF we get here, key doesn't exist */
2758 2514
2759 /* No field, we'll have to add it. */ 2515 /* No field, we'll have to add it. */
2760 2516
2761 if (!add_key) { 2517 if (!add_key)
2762 return FALSE; 2518 return FALSE;
2763 } 2519
2764 /* There isn't any good reason to store a null 2520 /* There isn't any good reason to store a null
2765 * value in the key/value list. If the archetype has 2521 * value in the key/value list. If the archetype has
2766 * this key, then we should also have it, so shouldn't 2522 * this key, then we should also have it, so shouldn't
2767 * be here. If user wants to store empty strings, 2523 * be here. If user wants to store empty strings,
2768 * should pass in "" 2524 * should pass in ""
2769 */ 2525 */
2770 if (value == NULL) return TRUE; 2526 if (value == NULL)
2771
2772 field = (key_value *) malloc(sizeof(key_value));
2773
2774 field->key = add_refcount(canonical_key);
2775 field->value = add_string(value);
2776 /* Usual prepend-addition. */
2777 field->next = op->key_values;
2778 op->key_values = field;
2779
2780 return TRUE; 2527 return TRUE;
2528
2529 field = new key_value;
2530
2531 field->key = canonical_key;
2532 field->value = value;
2533 /* Usual prepend-addition. */
2534 field->next = op->key_values;
2535 op->key_values = field;
2536
2537 return TRUE;
2781} 2538}
2782 2539
2783/* 2540/*
2784 * Updates the key in op to value. 2541 * Updates the key in op to value.
2785 * 2542 *
2787 * and not add new ones. 2544 * and not add new ones.
2788 * In general, should be little reason FALSE is ever passed in for add_key 2545 * In general, should be little reason FALSE is ever passed in for add_key
2789 * 2546 *
2790 * Returns TRUE on success. 2547 * Returns TRUE on success.
2791 */ 2548 */
2549int
2792int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2550set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2793 const char * canonical_key = NULL; 2551{
2794 int floating_ref = FALSE; 2552 shstr key_ (key);
2795 int ret; 2553
2554 return set_ob_key_value_s (op, key_, value, add_key);
2555}
2556
2557object::depth_iterator::depth_iterator (object *container)
2558: iterator_base (container)
2559{
2560 while (item->inv)
2561 item = item->inv;
2562}
2563
2564void
2565object::depth_iterator::next ()
2566{
2567 if (item->below)
2796 2568 {
2797 /* HACK This mess is to make sure set_ob_value() passes a shared string 2569 item = item->below;
2798 * to get_ob_key_link(), without leaving a leaked refcount. 2570
2799 */ 2571 while (item->inv)
2572 item = item->inv;
2800 2573 }
2801 canonical_key = find_string(key); 2574 else
2802 if (canonical_key == NULL) { 2575 item = item->env;
2803 canonical_key = add_string(key); 2576}
2804 floating_ref = TRUE; 2577
2805 } 2578const char *
2579object::flag_desc (char *desc, int len) const
2580{
2581 char *p = desc;
2582 bool first = true;
2583
2584 *p = 0;
2585
2586 for (int i = 0; i < NUM_FLAGS; i++)
2806 2587 {
2807 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2588 if (len <= 10) // magic constant!
2589 {
2590 snprintf (p, len, ",...");
2591 break;
2592 }
2593
2594 if (flag [i])
2595 {
2596 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2597 len -= cnt;
2598 p += cnt;
2599 first = false;
2600 }
2808 2601 }
2809 if (floating_ref) { 2602
2810 free_string(canonical_key); 2603 return desc;
2811 } 2604}
2812 2605
2606// return a suitable string describing an object in enough detail to find it
2607const char *
2608object::debug_desc (char *info) const
2609{
2610 char flagdesc[512];
2611 char info2[256 * 4];
2612 char *p = info;
2613
2614 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}",
2615 count,
2616 uuid.c_str (),
2617 &name,
2618 title ? "\",title:\"" : "",
2619 title ? (const char *)title : "",
2620 flag_desc (flagdesc, 512), type);
2621
2622 if (!this->flag[FLAG_REMOVED] && env)
2623 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2624
2625 if (map)
2626 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2627
2628 return info;
2629}
2630
2631const char *
2632object::debug_desc () const
2633{
2634 static char info[3][256 * 4];
2635 static int info_idx;
2636
2637 return debug_desc (info [++info_idx % 3]);
2638}
2639
2640struct region *
2641object::region () const
2642{
2643 return map ? map->region (x, y)
2644 : region::default_region ();
2645}
2646
2647const materialtype_t *
2648object::dominant_material () const
2649{
2650 if (materialtype_t *mt = name_to_material (materialname))
2813 return ret; 2651 return mt;
2652
2653 return name_to_material (shstr_unknown);
2814} 2654}
2655
2656void
2657object::open_container (object *new_container)
2658{
2659 if (container == new_container)
2660 return;
2661
2662 if (object *old_container = container)
2663 {
2664 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2665 return;
2666
2667#if 0
2668 // remove the "Close old_container" object.
2669 if (object *closer = old_container->inv)
2670 if (closer->type == CLOSE_CON)
2671 closer->destroy ();
2672#endif
2673
2674 old_container->flag [FLAG_APPLIED] = 0;
2675 container = 0;
2676
2677 esrv_update_item (UPD_FLAGS, this, old_container);
2678 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2679 play_sound (sound_find ("chest_close"));
2680 }
2681
2682 if (new_container)
2683 {
2684 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2685 return;
2686
2687 // TODO: this does not seem to serve any purpose anymore?
2688#if 0
2689 // insert the "Close Container" object.
2690 if (archetype *closer = new_container->other_arch)
2691 {
2692 object *closer = arch_to_object (new_container->other_arch);
2693 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2694 new_container->insert (closer);
2695 }
2696#endif
2697
2698 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2699
2700 new_container->flag [FLAG_APPLIED] = 1;
2701 container = new_container;
2702
2703 esrv_update_item (UPD_FLAGS, this, new_container);
2704 esrv_send_inventory (this, new_container);
2705 play_sound (sound_find ("chest_open"));
2706 }
2707}
2708
2709object *
2710object::force_find (const shstr name)
2711{
2712 /* cycle through his inventory to look for the MARK we want to
2713 * place
2714 */
2715 for (object *tmp = inv; tmp; tmp = tmp->below)
2716 if (tmp->type == FORCE && tmp->slaying == name)
2717 return splay (tmp);
2718
2719 return 0;
2720}
2721
2722void
2723object::force_add (const shstr name, int duration)
2724{
2725 if (object *force = force_find (name))
2726 force->destroy ();
2727
2728 object *force = get_archetype (FORCE_NAME);
2729
2730 force->slaying = name;
2731 force->stats.food = 1;
2732 force->speed_left = -1.f;
2733
2734 force->set_speed (duration ? 1.f / duration : 0.f);
2735 force->flag [FLAG_IS_USED_UP] = true;
2736 force->flag [FLAG_APPLIED] = true;
2737
2738 insert (force);
2739}
2740
2741void
2742object::play_sound (faceidx sound) const
2743{
2744 if (!sound)
2745 return;
2746
2747 if (flag [FLAG_REMOVED])
2748 return;
2749
2750 if (env)
2751 {
2752 if (object *pl = in_player ())
2753 pl->contr->play_sound (sound);
2754 }
2755 else
2756 map->play_sound (sound, x, y);
2757}
2758

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