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Comparing deliantra/server/common/object.C (file contents):
Revision 1.10 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.207 by root, Sun Apr 20 23:25:09 2008 UTC

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

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