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Comparing deliantra/server/common/object.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:00 2006 UTC vs.
Revision 1.295 by root, Fri Nov 6 13:03:34 2009 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.C,v 1.1 2006/08/13 17:16:00 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * 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 Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 25#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 26#include <stdio.h>
35#include <sys/types.h> 27#include <sys/types.h>
36#include <sys/uio.h> 28#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 29#include <object.h>
39#include <funcpoint.h> 30#include <sproto.h>
40#include <skills.h>
41#include <loader.h> 31#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 32
53object *objects; /* Pointer to the list of used objects */ 33#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 34
57void (*object_free_callback)(object *ob); 35UUID UUID::cur;
36static uint64_t seq_next_save;
37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
58 39
40objectvec objects;
41activevec actives;
42
43//+GPL
44
59short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = {
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 46 0,
47 0, 1, 1, 1, 0, -1, -1, -1,
48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 49 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};
62short freearr_y[SIZEOFFREE]= 51short freearr_y[SIZEOFFREE] = {
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 52 0,
53 -1, -1, 0, 1, 1, 1, 0, -1,
54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
65int maxfree[SIZEOFFREE]= 56};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
68int freedir[SIZEOFFREE]= { 57int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 58 0,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 59 1, 2, 3, 4, 5, 6, 7, 8,
60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
62};
71 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
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}
72 144
73/* 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
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 147compare_ob_value_lists_one (const object *wants, const object *has)
75 key_value * wants_field; 148{
76
77 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 149 /* n-squared behaviour (see kv_get), but I'm hoping both
78 * objects with lists are rare, and lists stay short. If not, use a 150 * objects with lists are rare, and lists stay short. If not, use a
79 * different structure or at least keep the lists sorted... 151 * different structure or at least keep the lists sorted...
80 */ 152 */
81 153
82 /* For each field in wants, */ 154 /* For each field in wants, */
83 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 155 for (key_value *kv = wants->key_values; kv; kv = kv->next)
84 key_value * has_field; 156 if (has->kv_get (kv->key) != kv->value)
85 157 return false;
86 /* Look for a field in has with the same key. */ 158
87 has_field = get_ob_key_link(has, wants_field->key);
88
89 if (has_field == NULL) {
90 /* No field with that name. */
91 return FALSE;
92 }
93
94 /* Found the matching field. */
95 if (has_field->value != wants_field->value) {
96 /* Values don't match, so this half of the comparison is false. */
97 return FALSE;
98 }
99
100 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102
103 /* If we get here, every field in wants has a matching field in has. */ 159 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 160 return true;
105} 161}
106 162
107/* Returns TRUE if ob1 has the same key_values as ob2. */ 163/* Returns TRUE if ob1 has the same key_values as ob2. */
164static bool
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 165compare_ob_value_lists (const object *ob1, const object *ob2)
166{
109 /* However, there may be fields in has which aren't partnered in wants, 167 /* However, there may be fields in has which aren't partnered in wants,
110 * so we need to run the comparison *twice*. :( 168 * so we need to run the comparison *twice*. :(
111 */ 169 */
112 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 170 return compare_ob_value_lists_one (ob1, ob2)
171 && compare_ob_value_lists_one (ob2, ob1);
113} 172}
114 173
115/* Function examines the 2 objects given to it, and returns true if 174/* Function examines the 2 objects given to it, and returns true if
116 * they can be merged together. 175 * they can be merged together.
117 * 176 *
118 * Note that this function appears a lot longer than the macro it 177 * Note that this function appears a lot longer than the macro it
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 178 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 179 * reduce this to the same efficiency.
121 * 180 *
122 * Check nrof variable *before* calling CAN_MERGE() 181 * Check nrof variable *before* calling can_merge()
123 * 182 *
124 * Improvements made with merge: Better checking on potion, and also 183 * Improvements made with merge: Better checking on potion, and also
125 * check weight 184 * check weight
126 */ 185 */
127 186bool object::can_merge_slow (object *ob1, object *ob2)
128int CAN_MERGE(object *ob1, object *ob2) { 187{
129
130 /* A couple quicksanity checks */ 188 /* A couple quicksanity checks */
131 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 189 if (ob1 == ob2
190 || ob1->type != ob2->type
191 || ob1->speed != ob2->speed
192 || ob1->value != ob2->value
193 || ob1->name != ob2->name)
194 return 0;
132 195
133 if (ob1->speed != ob2->speed) return 0; 196 /* Do not merge objects if nrof would overflow, assume nrof
197 * is always 0 .. 2**31-1 */
198 if (ob1->nrof > 0x7fffffff - ob2->nrof)
199 return 0;
200
201 /* If the objects have been identified, set the BEEN_APPLIED flag.
202 * This is to the comparison of the flags below will be OK. We
203 * just can't ignore the been applied or identified flags, as they
204 * are not equal - just if it has been identified, the been_applied
205 * flags lose any meaning.
206 */
207 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
208 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
209
210 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
211 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
212
213 if (ob1->arch->archname != ob2->arch->archname
214 || ob1->name != ob2->name
215 || ob1->title != ob2->title
216 || ob1->msg != ob2->msg
217 || ob1->weight != ob2->weight
218 || ob1->attacktype != ob2->attacktype
219 || ob1->magic != ob2->magic
220 || ob1->slaying != ob2->slaying
221 || ob1->skill != ob2->skill
222 || ob1->value != ob2->value
223 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
225 || ob1->client_type != ob2->client_type
226 || ob1->materialname != ob2->materialname
227 || ob1->lore != ob2->lore
228 || ob1->subtype != ob2->subtype
229 || ob1->move_type != ob2->move_type
230 || ob1->move_block != ob2->move_block
231 || ob1->move_allow != ob2->move_allow
232 || ob1->move_on != ob2->move_on
233 || ob1->move_off != ob2->move_off
234 || ob1->move_slow != ob2->move_slow
235 || ob1->move_slow_penalty != ob2->move_slow_penalty
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
238 return 0;
239
240 if ((ob1->flag ^ ob2->flag)
241 .reset (FLAG_INV_LOCKED)
242 .reset (FLAG_REMOVED)
243 .any ())
244 return 0;
245
246 /* This is really a spellbook check - we should in general
247 * not merge objects with real inventories, as splitting them
248 * is hard.
249 */
250 if (ob1->inv || ob2->inv)
251 {
252 if (!(ob1->inv && ob2->inv))
253 return 0; /* inventories differ in length */
254
255 if (ob1->inv->below || ob2->inv->below)
256 return 0; /* more than one object in inv */
257
258 if (!object::can_merge (ob1->inv, ob2->inv))
259 return 0; /* inventory objects differ */
260
261 /* inventory ok - still need to check rest of this object to see
262 * if it is valid.
263 */
264 }
265
266 /* Don't merge objects that are applied. With the new 'body' code,
267 * it is possible for most any character to have more than one of
268 * some items equipped, and we don't want those to merge.
269 */
270 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
271 return 0;
272
134 /* Note sure why the following is the case - either the object has to 273 /* Note sure why the following is the case - either the object has to
135 * be animated or have a very low speed. Is this an attempted monster 274 * be animated or have a very low speed. Is this an attempted monster
136 * check? 275 * check?
137 */ 276 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 277 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
139 return 0;
140
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof).
144 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31)
146 return 0;
147
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning.
168 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
171
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
174
175
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
177 * being locked in inventory should prevent merging.
178 * 0x4 in flags3 is CLIENT_SENT
179 */
180 if ((ob1->arch != ob2->arch) ||
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
191 (ob1->attacktype != ob2->attacktype) ||
192 (ob1->magic != ob2->magic) ||
193 (ob1->slaying != ob2->slaying) ||
194 (ob1->skill != ob2->skill) ||
195 (ob1->value != ob2->value) ||
196 (ob1->animation_id != ob2->animation_id) ||
197 (ob1->client_type != ob2->client_type) ||
198 (ob1->materialname != ob2->materialname) ||
199 (ob1->lore != ob2->lore) ||
200 (ob1->subtype != ob2->subtype) ||
201 (ob1->move_type != ob2->move_type) ||
202 (ob1->move_block != ob2->move_block) ||
203 (ob1->move_allow != ob2->move_allow) ||
204 (ob1->move_on != ob2->move_on) ||
205 (ob1->move_off != ob2->move_off) ||
206 (ob1->move_slow != ob2->move_slow) ||
207 (ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 278 return 0;
210 279
211 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge.
214 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
216 return 0;
217
218 switch (ob1->type) { 280 switch (ob1->type)
281 {
219 case SCROLL: 282 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 283 if (ob1->level != ob2->level)
284 return 0;
221 break; 285 break;
222
223 } 286 }
287
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 288 if (ob1->key_values || ob2->key_values)
289 {
225 /* At least one of these has key_values. */ 290 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 291 if ((!ob1->key_values) != (!ob2->key_values))
227 /* One has fields, but the other one doesn't. */ 292 return 0; /* One has fields, but the other one doesn't. */
293
294 if (!compare_ob_value_lists (ob1, ob2))
295 return 0;
296 }
297
298 if (ob1->self || ob2->self)
299 {
300 ob1->optimise ();
301 ob2->optimise ();
302
303 if (ob1->self || ob2->self)
304 {
305 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
306 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
307
308 if (k1 != k2)
228 return 0; 309 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 310
311 if (k1 == 0)
312 return 1;
313
314 if (!cfperl_can_merge (ob1, ob2))
230 return 0; 315 return 0;
231 } 316 }
232 } 317 }
233 318
234 /* Everything passes, must be OK. */ 319 /* Everything passes, must be OK. */
235 return 1; 320 return 1;
236} 321}
237 322
323// find player who can see this object
324object *
325object::visible_to () const
326{
327 if (client_visible () && !flag [FLAG_REMOVED])
328 {
329 // see if we are in a container of sorts
330 if (env)
331 {
332 // the player inventory itself is always visible
333 if (env->is_player ())
334 return env;
335
336 // else a player could have our env open
337 object *envest = env->outer_env_or_self ();
338
339 // the player itself is always on a map, so we will find him here
340 // even if our inv is in a player.
341 if (envest->is_on_map ())
342 if (object *pl = envest->ms ().player ())
343 if (pl->container_ () == env)
344 return pl;
345 }
346 else
347 {
348 // maybe there is a player standing on the same mapspace
349 // this will catch the case where "this" is a player
350 if (object *pl = ms ().player ())
351 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
352 || pl->container_ () == this)
353 return pl;
354 }
355 }
356
357 return 0;
358}
359
360// adjust weight per container type ("of holding")
361static sint32
362weight_adjust_for (object *op, sint32 weight)
363{
364 return op->type == CONTAINER
365 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
366 : weight;
367}
368
238/* 369/*
370 * adjust_weight(object, weight) adds the specified weight to an object,
371 * and also updates how much the environment(s) is/are carrying.
372 */
373static void
374adjust_weight (object *op, sint32 weight)
375{
376 while (op)
377 {
378 // adjust by actual difference to account for rounding errors
379 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
380 weight = weight_adjust_for (op, op->carrying)
381 - weight_adjust_for (op, op->carrying - weight);
382
383 if (!weight)
384 return;
385
386 op->carrying += weight;
387
388 if (object *pl = op->visible_to ())
389 if (pl != op) // player is handled lazily
390 esrv_update_item (UPD_WEIGHT, pl, op);
391
392 op = op->env;
393 }
394}
395
396/*
239 * sum_weight() is a recursive function which calculates the weight 397 * this is a recursive function which calculates the weight
240 * an object is carrying. It goes through in figures out how much 398 * an object is carrying. It goes through op and figures out how much
241 * containers are carrying, and sums it up. 399 * containers are carrying, and sums it up.
242 */ 400 */
243signed long sum_weight(object *op) { 401void
244 signed long sum; 402object::update_weight ()
245 object *inv; 403{
246 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 404 sint32 sum = 0;
405
406 for (object *op = inv; op; op = op->below)
407 {
247 if (inv->inv) 408 if (op->inv)
248 sum_weight(inv); 409 op->update_weight ();
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 410
411 sum += op->total_weight ();
250 } 412 }
251 if (op->type == CONTAINER && op->stats.Str) 413
252 sum = (sum * (100 - op->stats.Str))/100; 414 sum = weight_adjust_for (this, sum);
253 if(op->carrying != sum) 415
416 if (sum != carrying)
417 {
254 op->carrying = sum; 418 carrying = sum;
255 return sum;
256}
257 419
420 if (object *pl = visible_to ())
421 if (pl != this) // player is handled lazily
422 esrv_update_item (UPD_WEIGHT, pl, this);
423 }
424}
425
258/** 426/*
259 * Return the outermost environment object for a given object. 427 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
260 */ 428 */
261 429char *
262object *object_get_env_recursive (object *op) {
263 while (op->env != NULL)
264 op = op->env;
265 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279}
280
281/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array.
285 */
286
287void dump_object2(object *op) {
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 430dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 431{
342 char *cp; 432 if (!op)
433 return strdup ("[NULLOBJ]");
343 434
344 if(op==NULL) 435 object_freezer freezer;
345 { 436 op->write (freezer);
346 strcpy(outstr,"[NULL pointer]"); 437 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370} 438}
371 439
372/* 440char *
373 * This is really verbose...Can be triggered by the P key while in DM mode. 441object::as_string ()
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode) 442{
375 */ 443 return dump_object (this);
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383} 444}
384 445
385/* 446/*
386 * get_nearest_part(multi-object, object 2) returns the part of the 447 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object. 448 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned. 449 * If it's not a multi-object, it is returned.
389 */ 450 */
390 451static object *
391object *get_nearest_part(object *op, const object *pl) { 452get_nearest_part (object *op, const object *pl)
453{
392 object *tmp,*closest; 454 object *tmp, *closest;
393 int last_dist,i; 455 int last_dist, i;
456
394 if(op->more==NULL) 457 if (!op->more)
395 return op; 458 return op;
459
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 460 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
461 tmp;
462 tmp = tmp->more)
397 if((i=distance(tmp,pl))<last_dist) 463 if ((i = distance (tmp, pl)) < last_dist)
398 closest=tmp,last_dist=i; 464 closest = tmp, last_dist = i;
465
399 return closest; 466 return closest;
400} 467}
401 468
402/* 469/*
403 * Returns the object which has the count-variable equal to the argument. 470 * Returns the object which has the count-variable equal to the argument.
471 * VERRRY slow.
404 */ 472 */
405 473object *
406object *find_object(tag_t i) { 474find_object (tag_t i)
407 object *op; 475{
408 for(op=objects;op!=NULL;op=op->next) 476 for_all_objects (op)
409 if(op->count==i) 477 if (op->count == i)
410 break;
411 return op; 478 return op;
479
480 return 0;
412} 481}
413 482
414/* 483/*
415 * Returns the first object which has a name equal to the argument. 484 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 485 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 486 * Enables features like "patch <name-of-other-player> food 999"
418 */ 487 */
419 488object *
420object *find_object_name(const char *str) { 489find_object_name (const char *str)
421 const char *name=add_string(str); 490{
422 object *op; 491 shstr_cmp str_ (str);
423 for(op=objects;op!=NULL;op=op->next) 492
424 if(op->name==name) 493 if (str_)
425 break; 494 for_all_objects (op)
426 free_string(name); 495 if (op->name == str_)
496 return op;
497
427 return op; 498 return 0;
428} 499}
429
430void free_all_object_data(void) {
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{
472 if (!op) return;
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479}
480
481
482 500
483/* 501/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 502 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 503 * skill and experience objects.
486 */ 504 * ACTUALLY NO! investigate! TODO
487void set_owner (object *op, object *owner)
488{
489 if(owner==NULL||op==NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */
499 while (owner->owner && owner!=owner->owner &&
500 owner->ownercount==owner->owner->count) owner=owner->owner;
501
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */ 505 */
531 if (clone->type == PLAYER) owner=clone; 506void
532 else return; 507object::set_owner (object *owner)
508{
509 // allow objects which own objects
510 if (owner)
511 while (owner->owner)
512 owner = owner->owner;
513
514 if (flag [FLAG_FREED])
533 } 515 {
534 set_owner(op, owner); 516 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
517 return;
518 }
535 519
520 this->owner = owner;
536} 521}
537 522
538/* 523int
539 * Resets vital variables in an object 524object::slottype () const
540 */ 525{
526 if (type == SKILL)
527 {
528 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
529 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
530 }
531 else
532 {
533 if (slot [body_combat].info) return slot_combat;
534 if (slot [body_range ].info) return slot_ranged;
535 }
536
537 return slot_none;
538}
541 539
542void reset_object(object *op) { 540bool
541object::change_weapon (object *ob)
542{
543 if (current_weapon == ob)
544 return true;
543 545
544 op->name = NULL; 546 if (chosen_skill)
545 op->name_pl = NULL; 547 chosen_skill->flag [FLAG_APPLIED] = false;
546 op->title = NULL; 548
547 op->race = NULL; 549 current_weapon = ob;
548 op->slaying = NULL; 550 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
549 op->skill = NULL; 551
550 op->msg = NULL; 552 if (chosen_skill)
551 op->materialname = NULL; 553 chosen_skill->flag [FLAG_APPLIED] = true;
552 op->lore = NULL; 554
553 op->current_weapon_script = NULL; 555 update_stats ();
554 clear_object(op); 556
557 if (ob)
558 {
559 // now check wether any body locations became invalid, in which case
560 // we cannot apply the weapon at the moment.
561 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
562 if (slot[i].used < 0)
563 {
564 current_weapon = chosen_skill = 0;
565 update_stats ();
566
567 new_draw_info_format (NDI_UNIQUE, 0, this,
568 "You try to balance all your items at once, "
569 "but the %s is just too much for your body. "
570 "[You need to unapply some items first - use the 'body' command to see "
571 "how many items you cna wera on a specific body part.]", &ob->name);
572 return false;
573 }
574
575 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
576 }
577 else
578 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
579
580 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
581 {
582 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
583 &name, ob->debug_desc ());
584 return false;
585 }
586
587 return true;
555} 588}
556 589
557/* Zero the key_values on op, decrementing the shared-string 590/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 591 * refcounts and freeing the links.
559 */ 592 */
593static void
560static void free_key_values(object * op) { 594free_key_values (object *op)
561 key_value * i; 595{
562 key_value * next = NULL; 596 for (key_value *i = op->key_values; i; )
563 597 {
564 if (op->key_values == NULL) return; 598 key_value *next = i->next;
599 delete i;
600
601 i = next;
565 602 }
566 for (i = op->key_values; i != NULL; i = next) { 603
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 604 op->key_values = 0;
577} 605}
578 606
579
580/* 607/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 event *evt;
588 event *evt2;
589
590 /* redo this to be simpler/more efficient. Was also seeing
591 * crashes in the old code. Move this to the top - am
592 * seeing periodic crashes in this code, and would like to have
593 * as much info available as possible (eg, object name).
594 */
595 for (evt = op->events; evt; evt=evt2) {
596 evt2 = evt->next;
597
598 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
599 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
600 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
601
602 free(evt);
603 }
604 op->events = NULL;
605
606 free_key_values(op);
607
608 /* the memset will clear all these values for us, but we need
609 * to reduce the refcount on them.
610 */
611 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
612 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
613 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
614 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
615 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
616 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
617 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
618 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
619 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
620
621
622 memset((void*)op, 0, sizeof (object_special));
623 /* Below here, we clear things that are not done by the memset,
624 * or set default values that are not zero.
625 */
626 /* This is more or less true */
627 SET_FLAG(op, FLAG_REMOVED);
628
629
630 op->contr = NULL;
631 op->below=NULL;
632 op->above=NULL;
633 op->inv=NULL;
634 op->events=NULL;
635 op->container=NULL;
636 op->env=NULL;
637 op->more=NULL;
638 op->head=NULL;
639 op->map=NULL;
640 op->refcount=0;
641 op->active_next = NULL;
642 op->active_prev = NULL;
643 /* What is not cleared is next, prev, and count */
644
645 op->expmul=1.0;
646 op->face = blank_face;
647 op->attacked_by_count = (tag_t) -1;
648 if (settings.casting_time)
649 op->casting_time = -1;
650
651}
652
653/*
654 * copy object first frees everything allocated by the second object, 608 * copy_to first frees everything allocated by the dst object,
655 * and then copies the contends of the first object into the second 609 * and then copies the contents of itself into the second
656 * object, allocating what needs to be allocated. Basically, any 610 * object, allocating what needs to be allocated. Basically, any
657 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 611 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
658 * if the first object is freed, the pointers in the new object 612 * if the first object is freed, the pointers in the new object
659 * will point at garbage. 613 * will point at garbage.
660 */ 614 */
615void
616object::copy_to (object *dst)
617{
618 dst->remove ();
619 *(object_copy *)dst = *this;
620 dst->flag [FLAG_REMOVED] = true;
661 621
662void copy_object(object *op2, object *op) {
663 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
664 event *evt, *evt2, *evt_new;
665
666 /* Decrement the refcounts, but don't bother zeroing the fields;
667 they'll be overwritten by memcpy. */
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678
679 /* Basically, same code as from clear_object() */
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694
695 if(is_freed) SET_FLAG(op,FLAG_FREED);
696 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
697 if(op->name!=NULL) add_refcount(op->name);
698 if(op->name_pl!=NULL) add_refcount(op->name_pl);
699 if(op->title!=NULL) add_refcount(op->title);
700 if(op->race!=NULL) add_refcount(op->race);
701 if(op->slaying!=NULL) add_refcount(op->slaying);
702 if(op->skill!=NULL) add_refcount(op->skill);
703 if(op->lore!=NULL) add_refcount(op->lore);
704 if(op->msg!=NULL) add_refcount(op->msg);
705 if(op->custom_name!=NULL) add_refcount(op->custom_name);
706 if (op->materialname != NULL) add_refcount(op->materialname);
707
708 if((op2->speed<0) && !editor)
709 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
710
711 /* Copy over event information */
712 evt2 = NULL;
713 for (evt = op2->events; evt; evt=evt->next) {
714 evt_new = (event *) malloc(sizeof(event));
715 memcpy(evt_new, evt, sizeof(event));
716 if (evt_new->hook) add_refcount(evt_new->hook);
717 if (evt_new->plugin) add_refcount(evt_new->plugin);
718 if (evt_new->options) add_refcount(evt_new->options);
719 evt_new->next = NULL;
720
721 /* Try to be a little clever here, and store away the
722 * last event we copied, so that its simpler to update the
723 * pointer.
724 */
725 if (evt2)
726 evt2->next = evt_new;
727 else
728 op->events = evt_new;
729
730 evt2 = evt_new;
731 }
732 /* Copy over key_values, if any. */ 622 /* Copy over key_values, if any. */
733 if (op2->key_values != NULL) { 623 if (key_values)
734 key_value * tail = NULL; 624 {
735 key_value * i; 625 key_value *tail = 0;
626 dst->key_values = 0;
736 627
737 op->key_values = NULL; 628 for (key_value *i = key_values; i; i = i->next)
629 {
630 key_value *new_link = new key_value;
738 631
739 for (i = op2->key_values; i != NULL; i = i->next) {
740 key_value * new_link = (key_value *) malloc(sizeof(key_value));
741
742 new_link->next = NULL; 632 new_link->next = 0;
743 new_link->key = add_refcount(i->key); 633 new_link->key = i->key;
744 if (i->value) 634 new_link->value = i->value;
745 new_link->value = add_refcount(i->value);
746 else
747 new_link->value = NULL;
748 635
749 /* Try and be clever here, too. */ 636 /* Try and be clever here, too. */
750 if (op->key_values == NULL) { 637 if (!dst->key_values)
751 op->key_values = new_link; 638 {
752 tail = new_link; 639 dst->key_values = new_link;
753 } else { 640 tail = new_link;
754 tail->next = new_link; 641 }
755 tail = new_link; 642 else
643 {
644 tail->next = new_link;
645 tail = new_link;
646 }
647 }
756 } 648 }
757 }
758 }
759
760 update_ob_speed(op);
761}
762 649
763/* 650 if (speed < 0)
764 * expand_objects() allocates more objects for the list of unused objects. 651 dst->speed_left -= rndm ();
765 * It is called from get_object() if the unused list is empty.
766 */
767 652
768void expand_objects(void) { 653 dst->activate ();
769 int i;
770 object *obj;
771 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
772
773 if(obj==NULL)
774 fatal(OUT_OF_MEMORY);
775 free_objects=obj;
776 obj[0].prev=NULL;
777 obj[0].next= &obj[1],
778 SET_FLAG(&(obj[0]), FLAG_REMOVED);
779 SET_FLAG(&(obj[0]), FLAG_FREED);
780
781 for(i=1;i<OBJ_EXPAND-1;i++) {
782 obj[i].next= &obj[i+1],
783 obj[i].prev= &obj[i-1],
784 SET_FLAG(&(obj[i]), FLAG_REMOVED);
785 SET_FLAG(&(obj[i]), FLAG_FREED);
786 }
787 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
788 obj[OBJ_EXPAND-1].next=NULL,
789 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
791
792 nrofallocobjects += OBJ_EXPAND;
793 nroffreeobjects += OBJ_EXPAND;
794} 654}
795 655
796/* 656void
797 * get_object() grabs an object from the list of unused objects, makes 657object::instantiate ()
798 * sure it is initialised, and returns it. 658{
799 * If there are no free objects, expand_objects() is called to get more. 659 if (!uuid.seq) // HACK
800 */ 660 uuid = UUID::gen ();
801 661
802object *get_object(void) { 662 speed_left = -0.1f;
803 object *op; 663 /* copy the body_info to the body_used - this is only really
804 664 * need for monsters, but doesn't hurt to do it for everything.
805 if(free_objects==NULL) { 665 * by doing so, when a monster is created, it has good starting
806 expand_objects(); 666 * values for the body_used info, so when items are created
807 } 667 * for it, they can be properly equipped.
808 op=free_objects;
809#ifdef MEMORY_DEBUG
810 /* The idea is hopefully by doing a realloc, the memory
811 * debugging program will now use the current stack trace to
812 * report leaks.
813 */ 668 */
814 op = realloc(op, sizeof(object)); 669 for (int i = NUM_BODY_LOCATIONS; i--; )
815 SET_FLAG(op, FLAG_REMOVED); 670 slot[i].used = slot[i].info;
816 SET_FLAG(op, FLAG_FREED);
817#endif
818 671
819 if(!QUERY_FLAG(op,FLAG_FREED)) { 672 attachable::instantiate ();
820 LOG(llevError,"Fatal: Getting busy object.\n"); 673}
821 } 674
822 free_objects=op->next; 675object *
823 if(free_objects!=NULL) 676object::clone ()
824 free_objects->prev=NULL; 677{
825 op->count= ++ob_count; 678 object *neu = create ();
826 op->name=NULL; 679 copy_to (neu);
827 op->name_pl=NULL; 680 neu->map = map; // not copied by copy_to
828 op->title=NULL;
829 op->race=NULL;
830 op->slaying=NULL;
831 op->skill = NULL;
832 op->lore=NULL;
833 op->msg=NULL;
834 op->materialname=NULL;
835 op->next=objects;
836 op->prev=NULL;
837 op->active_next = NULL;
838 op->active_prev = NULL;
839 if(objects!=NULL)
840 objects->prev=op;
841 objects=op;
842 clear_object(op);
843 SET_FLAG(op,FLAG_REMOVED);
844 nroffreeobjects--;
845 return op; 681 return neu;
846} 682}
847 683
848/* 684/*
849 * If an object with the IS_TURNABLE() flag needs to be turned due 685 * If an object with the IS_TURNABLE() flag needs to be turned due
850 * to the closest player being on the other side, this function can 686 * to the closest player being on the other side, this function can
851 * be called to update the face variable, _and_ how it looks on the map. 687 * be called to update the face variable, _and_ how it looks on the map.
852 */ 688 */
853 689void
854void update_turn_face(object *op) { 690update_turn_face (object *op)
691{
855 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 692 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
856 return; 693 return;
694
857 SET_ANIMATION(op, op->direction); 695 SET_ANIMATION (op, op->direction);
858 update_object(op,UP_OBJ_FACE); 696 update_object (op, UP_OBJ_FACE);
859} 697}
860 698
861/* 699/*
862 * Updates the speed of an object. If the speed changes from 0 to another 700 * Updates the speed of an object. If the speed changes from 0 to another
863 * value, or vice versa, then add/remove the object from the active list. 701 * value, or vice versa, then add/remove the object from the active list.
864 * This function needs to be called whenever the speed of an object changes. 702 * This function needs to be called whenever the speed of an object changes.
865 */ 703 */
866 704void
867void update_ob_speed(object *op) { 705object::set_speed (float speed)
868 extern int arch_init; 706{
869 707 if (flag [FLAG_FREED] && speed)
870 /* No reason putting the archetypes objects on the speed list, 708 {
871 * since they never really need to be updated.
872 */
873
874 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
875 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 709 LOG (llevError, "Object %s is freed but has speed.\n", &name);
876#ifdef MANY_CORES 710 speed = 0;
877 abort();
878#else
879 op->speed = 0;
880#endif
881 } 711 }
882 if (arch_init) {
883 return;
884 }
885 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
886 /* If already on active list, don't do anything */
887 if (op->active_next || op->active_prev || op==active_objects)
888 return;
889 712
890 /* process_events() expects us to insert the object at the beginning 713 this->speed = speed;
891 * of the list. */ 714
892 op->active_next = active_objects; 715 if (has_active_speed ())
893 if (op->active_next!=NULL) 716 activate ();
894 op->active_next->active_prev = op;
895 active_objects = op;
896 }
897 else { 717 else
898 /* If not on the active list, nothing needs to be done */ 718 deactivate ();
899 if (!op->active_next && !op->active_prev && op!=active_objects)
900 return;
901
902 if (op->active_prev==NULL) {
903 active_objects = op->active_next;
904 if (op->active_next!=NULL)
905 op->active_next->active_prev = NULL;
906 }
907 else {
908 op->active_prev->active_next = op->active_next;
909 if (op->active_next)
910 op->active_next->active_prev = op->active_prev;
911 }
912 op->active_next = NULL;
913 op->active_prev = NULL;
914 }
915} 719}
916 720
917/* This function removes object 'op' from the list of active
918 * objects.
919 * This should only be used for style maps or other such
920 * reference maps where you don't want an object that isn't
921 * in play chewing up cpu time getting processed.
922 * The reverse of this is to call update_ob_speed, which
923 * will do the right thing based on the speed of the object.
924 */
925void remove_from_active_list(object *op)
926{
927 /* If not on the active list, nothing needs to be done */
928 if (!op->active_next && !op->active_prev && op!=active_objects)
929 return;
930
931 if (op->active_prev==NULL) {
932 active_objects = op->active_next;
933 if (op->active_next!=NULL)
934 op->active_next->active_prev = NULL;
935 }
936 else {
937 op->active_prev->active_next = op->active_next;
938 if (op->active_next)
939 op->active_next->active_prev = op->active_prev;
940 }
941 op->active_next = NULL;
942 op->active_prev = NULL;
943}
944
945/* 721/*
946 * update_object() updates the array which represents the map. 722 * update_object() updates the the map.
947 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
948 * by invisible objects by whatever is below them (unless it's another 724 * by invisible objects by whatever is below them (unless it's another
949 * invisible object, etc...) 725 * invisible object, etc...)
950 * If the object being updated is beneath a player, the look-window 726 * If the object being updated is beneath a player, the look-window
951 * of that player is updated (this might be a suboptimal way of 727 * of that player is updated (this might be a suboptimal way of
952 * updating that window, though, since update_object() is called _often_) 728 * updating that window, though, since update_object() is called _often_)
953 * 729 *
954 * action is a hint of what the caller believes need to be done. 730 * action is a hint of what the caller believes need to be done.
955 * For example, if the only thing that has changed is the face (due to
956 * an animation), we don't need to call update_position until that actually
957 * comes into view of a player. OTOH, many other things, like addition/removal
958 * of walls or living creatures may need us to update the flags now.
959 * current action are: 731 * current action are:
960 * UP_OBJ_INSERT: op was inserted 732 * UP_OBJ_INSERT: op was inserted
961 * UP_OBJ_REMOVE: op was removed 733 * UP_OBJ_REMOVE: op was removed
962 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
963 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
964 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
965 */ 737 */
966 738void
967void update_object(object *op, int action) { 739update_object (object *op, int action)
968 int update_now=0, flags; 740{
969 MoveType move_on, move_off, move_block, move_slow; 741 if (!op)
970 742 {
971 if (op == NULL) {
972 /* this should never happen */ 743 /* this should never happen */
973 LOG(llevDebug,"update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
974 return; 745 return;
975 }
976 746 }
977 if(op->env!=NULL) { 747
748 if (!op->is_on_map ())
749 {
978 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
979 * to do in this case. 751 * to do in this case.
980 */
981 return;
982 }
983
984 /* If the map is saving, don't do anything as everything is
985 * going to get freed anyways.
986 */ 752 */
987 if (!op->map || op->map->in_memory == MAP_SAVING) return; 753 return;
988 754 }
755
989 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
990 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
991 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 758 {
992 LOG(llevError,"update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
993#ifdef MANY_CORES 760#ifdef MANY_CORES
994 abort(); 761 abort ();
995#endif 762#endif
996 return; 763 return;
997 }
998 764 }
999 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1000 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1001 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1002 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1003 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1004 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1005 765
766 mapspace &m = op->ms ();
767
768 if (!(m.flags_ & P_UPTODATE))
769 /* nop */;
1006 if (action == UP_OBJ_INSERT) { 770 else if (action == UP_OBJ_INSERT)
771 {
772 // this is likely overkill, TODO: revisit (schmorp)
1007 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 773 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1008 update_now=1;
1009
1010 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 774 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1011 update_now=1; 775 || (op->is_player () && !(m.flags_ & P_PLAYER))
1012 776 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
777 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1013 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 778 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1014 update_now=1; 779 || (m.move_on | op->move_on ) != m.move_on
1015 780 || (m.move_off | op->move_off ) != m.move_off
1016 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 781 || (m.move_slow | op->move_slow) != m.move_slow
1017 update_now=1;
1018
1019 if ((move_on | op->move_on) != move_on) update_now=1;
1020 if ((move_off | op->move_off) != move_off) update_now=1;
1021 /* This isn't perfect, but I don't expect a lot of objects to 782 /* This isn't perfect, but I don't expect a lot of objects to
1022 * to have move_allow right now. 783 * have move_allow right now.
1023 */ 784 */
1024 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 785 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1025 update_now=1; 786 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1026 if ((move_slow | op->move_slow) != move_slow) update_now=1; 787 m.invalidate ();
1027 } 788 }
1028 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
1029 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
1030 * that is being removed. 791 * that is being removed.
1031 */ 792 */
1032 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1033 update_now=1; 794 m.invalidate ();
1034 } else if (action == UP_OBJ_FACE) { 795 else if (action == UP_OBJ_FACE)
1035 /* Nothing to do for that case */ 796 /* Nothing to do for that case */ ;
1036 }
1037 else { 797 else
1038 LOG(llevError,"update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
1039 }
1040 799
1041 if (update_now) {
1042 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1043 update_position(op->map, op->x, op->y);
1044 }
1045
1046 if(op->more!=NULL) 800 if (op->more)
1047 update_object(op->more, action); 801 update_object (op->more, action);
1048} 802}
1049 803
804object::object ()
805{
806 SET_FLAG (this, FLAG_REMOVED);
1050 807
1051/* 808 //expmul = 1.0; declared const for the time being
1052 * free_object() frees everything allocated by an object, removes 809 face = blank_face;
1053 * it from the list of used objects, and puts it on the list of
1054 * free objects. The IS_FREED() flag is set in the object.
1055 * The object must have been removed by remove_ob() first for
1056 * this function to succeed.
1057 *
1058 * If free_inventory is set, free inventory as well. Else drop items in
1059 * inventory to the ground.
1060 */
1061
1062void free_object(object *ob) {
1063 free_object2(ob, 0);
1064} 810}
1065void free_object2(object *ob, int free_inventory) {
1066 object *tmp,*op;
1067 811
1068 if (object_free_callback) 812object::~object ()
1069 object_free_callback (ob); 813{
814 unlink ();
1070 815
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 816 free_key_values (this);
1072 LOG(llevDebug,"Free object called with non removed object\n"); 817}
1073 dump_object(ob); 818
1074#ifdef MANY_CORES 819static int object_count;
1075 abort(); 820
1076#endif 821void object::link ()
822{
823 assert (!index);//D
824 uuid = UUID::gen ();
825 count = ++object_count;
826
827 refcnt_inc ();
828 objects.insert (this);
829}
830
831void object::unlink ()
832{
833 if (!index)
834 return;
835
836 objects.erase (this);
837 refcnt_dec ();
838}
839
840void
841object::activate ()
842{
843 /* If already on active list, don't do anything */
844 if (active)
845 return;
846
847 if (has_active_speed ())
1077 } 848 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 849 if (flag [FLAG_FREED])
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 850 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
1080 remove_friendly_object(ob); 851
852 actives.insert (this);
853 }
854}
855
856void
857object::activate_recursive ()
858{
859 activate ();
860
861 for (object *op = inv; op; op = op->below)
862 op->activate_recursive ();
863}
864
865/* This function removes object 'op' from the list of active
866 * objects.
867 * This should only be used for style maps or other such
868 * reference maps where you don't want an object that isn't
869 * in play chewing up cpu time getting processed.
870 * The reverse of this is to call update_ob_speed, which
871 * will do the right thing based on the speed of the object.
872 */
873void
874object::deactivate ()
875{
876 /* If not on the active list, nothing needs to be done */
877 if (!active)
878 return;
879
880 actives.erase (this);
881}
882
883void
884object::deactivate_recursive ()
885{
886 for (object *op = inv; op; op = op->below)
887 op->deactivate_recursive ();
888
889 deactivate ();
890}
891
892void
893object::set_flag_inv (int flag, int value)
894{
895 for (object *op = inv; op; op = op->below)
1081 } 896 {
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 897 op->flag [flag] = value;
1083 dump_object(ob); 898 op->set_flag_inv (flag, value);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 } 899 }
1087 if(ob->more!=NULL) { 900}
1088 free_object2(ob->more, free_inventory); 901
1089 ob->more=NULL; 902/*
1090 } 903 * Remove and free all objects in the inventory of the given object.
1091 if (ob->inv) { 904 * object.c ?
905 */
906void
907object::destroy_inv (bool drop_to_ground)
908{
909 // need to check first, because the checks below might segfault
910 // as we might be on an invalid mapspace and crossfire code
911 // is too buggy to ensure that the inventory is empty.
912 // corollary: if you create arrows etc. with stuff in its inventory,
913 // cf will crash below with off-map x and y
914 if (!inv)
915 return;
916
1092 /* Only if the space blocks everything do we not process - 917 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 918 * if some form of movement is allowed, let objects
1094 * drop on that space. 919 * drop on that space.
1095 */ 920 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 921 if (!drop_to_ground
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 922 || !map
1098 { 923 || map->in_memory != MAP_ACTIVE
1099 op=ob->inv; 924 || map->no_drop
1100 while(op!=NULL) { 925 || ms ().move_block == MOVE_ALL)
1101 tmp=op->below; 926 {
1102 remove_ob(op); 927 while (inv)
1103 free_object2(op, free_inventory); 928 inv->destroy ();
1104 op=tmp;
1105 } 929 }
1106 } 930 else
1107 else { /* Put objects in inventory onto this space */ 931 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 932 while (inv)
1109 while(op!=NULL) { 933 {
1110 tmp=op->below; 934 object *op = inv;
1111 remove_ob(op); 935
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 936 if (op->flag [FLAG_STARTEQUIP]
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 937 || op->flag [FLAG_NO_DROP]
1114 free_object(op); 938 || op->type == RUNE
1115 else { 939 || op->type == TRAP
1116 op->x=ob->x; 940 || op->flag [FLAG_IS_A_TEMPLATE]
1117 op->y=ob->y; 941 || op->flag [FLAG_DESTROY_ON_DEATH])
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 942 op->destroy ();
1119 } 943 else
1120 op=tmp; 944 map->insert (op, x, y);
945 }
1121 } 946 }
1122 }
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127
1128 SET_FLAG(ob, FLAG_FREED);
1129 ob->count = 0;
1130
1131 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152
1153
1154 /* Why aren't events freed? */
1155 free_key_values(ob);
1156
1157#if 0 /* MEMORY_DEBUG*/
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159 * presumes the freed_object will stick around for at least a little
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179} 947}
1180 948
1181/* 949object *object::create ()
1182 * count_free() returns the number of objects on the list of free objects. 950{
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects; 951 object *op = new object;
1188 while(tmp!=NULL) 952 op->link ();
1189 tmp=tmp->next, i++;
1190 return i; 953 return op;
1191} 954}
1192 955
1193/* 956static struct freed_map : maptile
1194 * count_used() returns the number of objects on the list of used objects. 957{
1195 */ 958 freed_map ()
959 {
960 path = "<freed objects map>";
961 name = "/internal/freed_objects_map";
962 width = 3;
963 height = 3;
964 no_drop = 1;
965 no_reset = 1;
1196 966
1197int count_used(void) { 967 alloc ();
1198 int i=0; 968 in_memory = MAP_ACTIVE;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203}
1204
1205/*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215}
1216
1217/*
1218 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)).
1220 */
1221
1222void sub_weight (object *op, signed long weight) {
1223 while (op != NULL) {
1224 if (op->type == CONTAINER) {
1225 weight=(signed long)(weight*(100-op->stats.Str)/100);
1226 }
1227 op->carrying-=weight;
1228 op = op->env;
1229 } 969 }
1230}
1231 970
1232/* remove_ob(op): 971 ~freed_map ()
972 {
973 destroy ();
974 }
975} freed_map; // freed objects are moved here to avoid crashes
976
977void
978object::do_destroy ()
979{
980 if (flag [FLAG_IS_LINKED])
981 remove_link ();
982
983 if (flag [FLAG_FRIENDLY])
984 remove_friendly_object (this);
985
986 remove ();
987
988 attachable::do_destroy ();
989
990 deactivate ();
991 unlink ();
992
993 flag [FLAG_FREED] = 1;
994
995 // hack to ensure that freed objects still have a valid map
996 map = &freed_map;
997 x = 1;
998 y = 1;
999
1000 if (more)
1001 {
1002 more->destroy ();
1003 more = 0;
1004 }
1005
1006 head = 0;
1007
1008 // clear those pointers that likely might cause circular references
1009 owner = 0;
1010 enemy = 0;
1011 attacked_by = 0;
1012 current_weapon = 0;
1013}
1014
1015void
1016object::destroy ()
1017{
1018 if (destroyed ())
1019 return;
1020
1021 if (!is_head () && !head->destroyed ())
1022 {
1023 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1024 head->destroy ();
1025 return;
1026 }
1027
1028 destroy_inv (false);
1029
1030 if (is_head ())
1031 if (sound_destroy)
1032 play_sound (sound_destroy);
1033 else if (flag [FLAG_MONSTER])
1034 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1035
1036 attachable::destroy ();
1037}
1038
1039/* op->remove ():
1233 * This function removes the object op from the linked list of objects 1040 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the 1041 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 1042 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 1043 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1044 * the previous environment.
1238 * Beware: This function is called from the editor as well!
1239 */
1240
1241void remove_ob(object *op) {
1242 object *tmp,*last=NULL;
1243 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1251 dump_object(op);
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */ 1045 */
1264 abort(); 1046void
1265 } 1047object::do_remove ()
1266 if(op->more!=NULL) 1048{
1267 remove_ob(op->more); 1049 if (flag [FLAG_REMOVED])
1050 return;
1268 1051
1269 SET_FLAG(op, FLAG_REMOVED); 1052 INVOKE_OBJECT (REMOVE, this);
1270 1053
1054 flag [FLAG_REMOVED] = true;
1055
1056 if (more)
1057 more->remove ();
1058
1271 /* 1059 /*
1272 * In this case, the object to be removed is in someones 1060 * In this case, the object to be removed is in someones
1273 * inventory. 1061 * inventory.
1062 */
1063 if (env)
1064 {
1065 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1066 if (object *pl = visible_to ())
1067 esrv_del_item (pl->contr, count);
1068 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1069
1070 adjust_weight (env, -total_weight ());
1071
1072 object *pl = in_player ();
1073
1074 /* we set up values so that it could be inserted into
1075 * the map, but we don't actually do that - it is up
1076 * to the caller to decide what we want to do.
1274 */ 1077 */
1275 if(op->env!=NULL) { 1078 map = env->map;
1276 if(op->nrof) 1079 x = env->x;
1277 sub_weight(op->env, op->weight*op->nrof); 1080 y = env->y;
1278 else
1279 sub_weight(op->env, op->weight+op->carrying);
1280 1081
1082 // make sure cmov optimisation is applicable
1083 *(above ? &above->below : &env->inv) = below;
1084 *(below ? &below->above : &above ) = above; // &above is just a dummy
1085
1086 above = 0;
1087 below = 0;
1088 env = 0;
1089
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1090 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1091 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1092 * to save cpu time.
1284 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp);
1288
1289 if(op->above!=NULL)
1290 op->above->below=op->below;
1291 else
1292 op->env->inv=op->below;
1293
1294 if(op->below!=NULL)
1295 op->below->above=op->above;
1296
1297 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do.
1300 */
1301 op->x=op->env->x,op->y=op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map;
1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL;
1306 return;
1307 }
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */ 1093 */
1094 if (pl)
1095 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1096 {
1097 pl->update_stats ();
1333 1098
1099 if (glow_radius && pl->is_on_map ())
1100 update_all_los (pl->map, pl->x, pl->y);
1101 }
1102 }
1103 else if (map)
1104 {
1105 map->dirty = true;
1106 mapspace &ms = this->ms ();
1107
1108 if (object *pl = ms.player ())
1109 {
1110 if (is_player ())
1111 {
1112 if (!flag [FLAG_WIZPASS])
1113 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1114
1115 // leaving a spot always closes any open container on the ground
1116 if (container && !container->env)
1117 // this causes spurious floorbox updates, but it ensures
1118 // that the CLOSE event is being sent.
1119 close_container ();
1120
1121 --map->players;
1122 map->touch ();
1123 }
1124 else if (pl->container_ () == this)
1125 {
1126 // removing a container should close it
1127 close_container ();
1128 }
1129
1130 esrv_del_item (pl->contr, count);
1131 }
1132
1334 /* link the object above us */ 1133 /* link the object above us */
1335 if (op->above) 1134 // re-link, make sure compiler can easily use cmove
1336 op->above->below=op->below; 1135 *(above ? &above->below : &ms.top) = below;
1337 else 1136 *(below ? &below->above : &ms.bot) = above;
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1339
1340 /* Relink the object below us, if there is one */
1341 if(op->below) {
1342 op->below->above=op->above;
1343 } else {
1344 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is
1346 * evident
1347 */
1348 if(GET_MAP_OB(m,x,y)!=op) {
1349 dump_object(op);
1350 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1137
1138 above = 0;
1139 below = 0;
1140
1141 ms.invalidate ();
1142
1359 if (op->map->in_memory == MAP_SAVING) 1143 if (map->in_memory == MAP_SAVING)
1360 return; 1144 return;
1361 1145
1362 tag = op->count; 1146 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1365 /* No point updating the players look faces if he is the object
1366 * being removed.
1367 */
1368 1147
1369 if(tmp->type==PLAYER && tmp!=op) { 1148 if (object *pl = ms.player ())
1149 {
1150 if (pl->container_ () == this)
1370 /* If a container that the player is currently using somehow gets 1151 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1152 * removed (most likely destroyed), update the player view
1372 * appropriately. 1153 * appropriately.
1373 */ 1154 */
1374 if (tmp->container==op) { 1155 pl->close_container ();
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1156
1376 tmp->container=NULL; 1157 //TODO: the floorbox prev/next might need updating
1158 //esrv_del_item (pl->contr, count);
1159 //TODO: update floorbox to preserve ordering
1160 if (pl->contr->ns)
1161 pl->contr->ns->floorbox_update ();
1162 }
1163
1164 if (check_walk_off)
1165 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1166 {
1167 above = tmp->above;
1168
1169 /* No point updating the players look faces if he is the object
1170 * being removed.
1171 */
1172
1173 /* See if object moving off should effect something */
1174 if ((move_type & tmp->move_off)
1175 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1176 move_apply (tmp, this, 0);
1177 }
1178
1179 if (affects_los ())
1180 update_all_los (map, x, y);
1377 } 1181 }
1378 tmp->contr->socket.update_look=1;
1379 }
1380 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1383
1384 move_apply(tmp, op, NULL);
1385 if (was_destroyed (op, tag)) {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392
1393 if(tmp->above == tmp)
1394 tmp->above = NULL;
1395 last=tmp;
1396 }
1397 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else
1408 update_object(last, UP_OBJ_REMOVE);
1409
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y);
1412
1413} 1182}
1414 1183
1415/* 1184/*
1416 * merge_ob(op,top): 1185 * merge_ob(op,top):
1417 * 1186 *
1418 * This function goes through all objects below and including top, and 1187 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1188 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1189 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1190 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1191 */
1423 1192object *
1424object *merge_ob(object *op, object *top) { 1193merge_ob (object *op, object *top)
1194{
1425 if(!op->nrof) 1195 if (!op->nrof)
1426 return 0; 1196 return 0;
1427 if(top==NULL) 1197
1198 if (!top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1199 for (top = op; top && top->above; top = top->above)
1200 ;
1201
1429 for(;top!=NULL;top=top->below) { 1202 for (; top; top = top->below)
1430 if(top==op) 1203 if (object::can_merge (op, top))
1431 continue;
1432 if (CAN_MERGE(op,top))
1433 { 1204 {
1434 top->nrof+=op->nrof; 1205 top->nrof += op->nrof;
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1206
1436 op->weight = 0; /* Don't want any adjustements now */ 1207 if (object *pl = top->visible_to ())
1437 remove_ob(op); 1208 esrv_update_item (UPD_NROF, pl, top);
1438 free_object(op); 1209
1210 op->weight = 0; // cancel the addition above
1211 op->carrying = 0; // must be 0 already
1212
1213 op->destroy ();
1214
1439 return top; 1215 return top;
1440 } 1216 }
1441 } 1217
1442 return NULL; 1218 return 0;
1443} 1219}
1444 1220
1221void
1222object::expand_tail ()
1223{
1224 if (more)
1225 return;
1226
1227 object *prev = this;
1228
1229 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1230 {
1231 object *op = arch_to_object (at);
1232
1233 op->name = name;
1234 op->name_pl = name_pl;
1235 op->title = title;
1236
1237 op->head = this;
1238 prev->more = op;
1239
1240 prev = op;
1241 }
1242}
1243
1445/* 1244/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1245 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1447 * job preparing multi-part monsters 1246 * job preparing multi-part monsters.
1448 */ 1247 */
1248object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1249insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1250{
1451 if (op->head) 1251 op->remove ();
1452 op=op->head; 1252
1453 for (tmp=op;tmp;tmp=tmp->more){ 1253 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1254 {
1454 tmp->x=x+tmp->arch->clone.x; 1255 tmp->x = x + tmp->arch->x;
1455 tmp->y=y+tmp->arch->clone.y; 1256 tmp->y = y + tmp->arch->y;
1456 } 1257 }
1258
1457 return insert_ob_in_map (op, m, originator, flag); 1259 return insert_ob_in_map (op, m, originator, flag);
1458} 1260}
1459 1261
1460/* 1262/*
1461 * insert_ob_in_map (op, map, originator, flag): 1263 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1264 * This function inserts the object in the two-way linked list
1475 * Return value: 1277 * Return value:
1476 * new object if 'op' was merged with other object 1278 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1279 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1280 * just 'op' otherwise
1479 */ 1281 */
1480 1282object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1283insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1284{
1483 object *tmp, *top, *floor=NULL; 1285 op->remove ();
1484 sint16 x,y;
1485 1286
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1287 if (m == &freed_map)//D TODO: remove soon
1487 LOG (llevError, "Trying to insert freed object!\n"); 1288 {//D
1488 return NULL; 1289 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1489 } 1290 }//D
1490 if(m==NULL) {
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493 return op;
1494 }
1495 if(out_of_map(m,op->x,op->y)) {
1496 dump_object(op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted.
1502 */
1503 abort();
1504#endif
1505 return op;
1506 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op;
1511 }
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */
1514 1291
1515 object *more = op->more;
1516
1517 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it.
1521 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y);
1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent.
1530 */
1531 more->map = m;
1532 }
1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535 if ( ! op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL;
1538 }
1539 }
1540 CLEAR_FLAG(op,FLAG_REMOVED);
1541
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot 1292 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now 1293 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1294 * need extra work
1549 */ 1295 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1296 maptile *newmap = m;
1551 x = op->x; 1297 if (!xy_normalise (newmap, op->x, op->y))
1552 y = op->y; 1298 {
1299 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1300 return 0;
1301 }
1553 1302
1303 if (object *more = op->more)
1304 if (!insert_ob_in_map (more, m, originator, flag))
1305 return 0;
1306
1307 op->flag [FLAG_REMOVED] = false;
1308 op->env = 0;
1309 op->map = newmap;
1310
1311 mapspace &ms = op->ms ();
1312
1554 /* this has to be done after we translate the coordinates. 1313 /* this has to be done after we translate the coordinates.
1555 */ 1314 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1315 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1316 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1317 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1318 {
1560 remove_ob(tmp); 1319 // TODO: we actually want to update tmp, not op,
1561 free_object(tmp); 1320 // but some caller surely breaks when we return tmp
1562 } 1321 // from here :/
1563 } 1322 op->nrof += tmp->nrof;
1323 tmp->destroy ();
1324 }
1564 1325
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1326 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1327 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1328
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1329 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1330 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1331
1570 if (flag & INS_BELOW_ORIGINATOR) { 1332 if (flag & INS_BELOW_ORIGINATOR)
1333 {
1571 if (originator->map != op->map || originator->x != op->x || 1334 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1335 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1336 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1337 abort ();
1575 } 1338 }
1339
1340 if (!originator->is_on_map ())
1341 {
1342 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1343 op->debug_desc (), originator->debug_desc ());
1344 abort ();
1345 }
1346
1576 op->above = originator; 1347 op->above = originator;
1577 op->below = originator->below; 1348 op->below = originator->below;
1578 if (op->below) op->below->above = op;
1579 else SET_MAP_OB(op->map, op->x, op->y, op);
1580 /* since *below* originator, no need to update top */
1581 originator->below = op; 1349 originator->below = op;
1582 } else { 1350
1351 *(op->below ? &op->below->above : &ms.bot) = op;
1352 }
1353 else
1354 {
1355 object *floor = 0;
1356 object *top = ms.top;
1357
1583 /* If there are other objects, then */ 1358 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1359 if (top)
1585 object *last=NULL; 1360 {
1586 /* 1361 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1362 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1363 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1364 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1365 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1366 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1367 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of 1368 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time 1369 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed 1370 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1371 * that flying non pickable objects are spell objects.
1597 */ 1372 */
1373 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1374 {
1375 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1376 floor = tmp;
1598 1377
1599 while (top != NULL) { 1378 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 { 1379 {
1606 /* We insert above top, so we want this object below this */ 1380 /* We insert above top, so we want this object below this */
1607 top=top->below; 1381 top = tmp->below;
1608 break; 1382 break;
1609 } 1383 }
1610 last = top;
1611 top = top->above;
1612 }
1613 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last;
1615 1384
1385 top = tmp;
1386 }
1387
1616 /* We let update_position deal with figuring out what the space 1388 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1389 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1390 * makes things faster, and effectively the same result.
1619 */ 1391 */
1620 1392
1621 /* Have object 'fall below' other objects that block view. 1393 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1394 * Unless those objects are exits.
1623 * If INS_ON_TOP is used, don't do this processing 1395 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1396 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1397 * stacking is a bit odd.
1626 */ 1398 */
1627 if (!(flag & INS_ON_TOP) && 1399 if (!(flag & INS_ON_TOP)
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1400 && ms.flags () & P_BLOCKSVIEW
1629 (op->face && !op->face->visibility)) { 1401 && (op->face && !faces [op->face].visibility))
1402 {
1403 object *last;
1404
1630 for (last=top; last != floor; last=last->below) 1405 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1407 break;
1408
1632 /* Check to see if we found the object that blocks view, 1409 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1410 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1411 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1412 * set top to the object below us.
1636 */ 1413 */
1637 if (last && last->below && last != floor) top=last->below; 1414 if (last && last->below && last != floor)
1415 top = last->below;
1416 }
1417 } /* If objects on this space */
1418
1419 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor;
1421
1422 // insert object above top, or bottom-most if top = 0
1423 if (!top)
1424 {
1425 op->below = 0;
1426 op->above = ms.bot;
1427 ms.bot = op;
1428
1429 *(op->above ? &op->above->below : &ms.top) = op;
1430 }
1431 else
1432 {
1433 op->above = top->above;
1434 top->above = op;
1435
1436 op->below = top;
1437 *(op->above ? &op->above->below : &ms.top) = op;
1438 }
1638 } 1439 }
1639 } /* If objects on this space */
1640 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y);
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1643 1440
1644 /* Top is the object that our object (op) is going to get inserted above. 1441 if (op->is_player ())
1645 */ 1442 {
1646
1647 /* First object on this space */
1648 if (!top) {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y);
1650 if (op->above) op->above->below = op;
1651 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */
1654 op->above = top->above;
1655 if (op->above) op->above->below = op;
1656 op->below = top;
1657 top->above = op;
1658 }
1659 if (op->above==NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */
1662
1663 if(op->type==PLAYER)
1664 op->contr->do_los=1; 1443 op->contr->do_los = 1;
1665 1444 ++op->map->players;
1666 /* If we have a floor, we know the player, if any, will be above 1445 op->map->touch ();
1667 * it, so save a few ticks and start from there.
1668 */
1669 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1671 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1;
1673 } 1446 }
1674 1447
1448 op->map->dirty = true;
1449
1450 if (object *pl = ms.player ())
1451 //TODO: the floorbox prev/next might need updating
1452 //esrv_send_item (pl, op);
1453 //TODO: update floorbox to preserve ordering
1454 if (pl->contr->ns)
1455 pl->contr->ns->floorbox_update ();
1456
1675 /* If this object glows, it may affect lighting conditions that are 1457 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1458 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players 1459 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well 1460 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1461 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1462 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1463 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1464 * of effect may be sufficient.
1683 */ 1465 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1466 if (op->affects_los ())
1467 {
1468 op->ms ().invalidate ();
1685 update_all_los(op->map, op->x, op->y); 1469 update_all_los (op->map, op->x, op->y);
1470 }
1686 1471
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1472 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1473 update_object (op, UP_OBJ_INSERT);
1690 1474
1475 INVOKE_OBJECT (INSERT, op);
1691 1476
1692 /* Don't know if moving this to the end will break anything. However, 1477 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this. 1478 * we want to have floorbox_update called before calling this.
1694 * 1479 *
1695 * check_move_on() must be after this because code called from 1480 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1481 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1482 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1483 * update_object().
1699 */ 1484 */
1700 1485
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1486 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1487 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1488 {
1704 if (check_move_on(op, originator)) 1489 if (check_move_on (op, originator))
1705 return NULL; 1490 return 0;
1706 1491
1707 /* If we are a multi part object, lets work our way through the check 1492 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1493 * walk on's.
1709 */ 1494 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1495 for (object *tmp = op->more; tmp; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1496 if (check_move_on (tmp, originator))
1712 return NULL; 1497 return 0;
1713 } 1498 }
1499
1714 return op; 1500 return op;
1715} 1501}
1716 1502
1717/* this function inserts an object in the map, but if it 1503/* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first. 1504 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map. 1505 * op is the object to insert it under: supplies x and the map.
1720 */ 1506 */
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1507void
1722 object *tmp; 1508replace_insert_ob_in_map (shstr_tmp archname, object *op)
1723 object *tmp1; 1509{
1724
1725 /* first search for itself and remove any old instances */ 1510 /* first search for itself and remove any old instances */
1726 1511
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1512 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1513 if (tmp->arch->archname == archname) /* same archetype */
1729 remove_ob(tmp); 1514 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1515
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1516 object *tmp = arch_to_object (archetype::find (archname));
1735 1517
1736 1518 tmp->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1519 tmp->y = op->y;
1520
1738 insert_ob_in_map(tmp1,op->map,op,0); 1521 insert_ob_in_map (tmp, op->map, op, 0);
1739}
1740
1741/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array.
1747 */
1748
1749object *get_split_ob(object *orig_ob, uint32 nr) {
1750 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752
1753 if(orig_ob->nrof<nr) {
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 }
1758 newob = object_create_clone(orig_ob);
1759 if((orig_ob->nrof-=nr)<1) {
1760 if ( ! is_removed)
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) {
1765 if(orig_ob->env!=NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL;
1772 }
1773 }
1774 newob->nrof=nr;
1775
1776 return newob;
1777} 1522}
1778 1523
1524object *
1525object::insert_at (object *where, object *originator, int flags)
1526{
1527 if (where->env)
1528 return where->env->insert (this);
1529 else
1530 return where->map->insert (this, where->x, where->y, originator, flags);
1531}
1532
1779/* 1533/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1534 * decrease(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1535 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1536 * is subsequently removed and freed.
1783 * 1537 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1538 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1539 */
1786 1540bool
1787object *decrease_ob_nr (object *op, uint32 i) 1541object::decrease (sint32 nr)
1788{ 1542{
1789 object *tmp; 1543 if (!nr)
1790 player *pl; 1544 return true;
1791 1545
1792 if (i == 0) /* objects with op->nrof require this check */ 1546 nr = min (nr, nrof);
1547
1548 if (nrof > nr)
1549 {
1550 nrof -= nr;
1551 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1552
1553 if (object *pl = visible_to ())
1554 esrv_update_item (UPD_NROF, pl, this);
1555
1556 return true;
1557 }
1558 else
1559 {
1560 destroy ();
1561 return false;
1562 }
1563}
1564
1565/*
1566 * split(ob,nr) splits up ob into two parts. The part which
1567 * is returned contains nr objects, and the remaining parts contains
1568 * the rest (or is removed and returned if that number is 0).
1569 * On failure, NULL is returned.
1570 */
1571object *
1572object::split (sint32 nr)
1573{
1574 int have = number_of ();
1575
1576 if (have < nr)
1577 return 0;
1578 else if (have == nr)
1579 {
1580 remove ();
1581 return this;
1582 }
1583 else
1584 {
1585 decrease (nr);
1586
1587 object *op = deep_clone ();
1588 op->nrof = nr;
1793 return op; 1589 return op;
1794
1795 if (i > op->nrof)
1796 i = op->nrof;
1797
1798 if (QUERY_FLAG (op, FLAG_REMOVED))
1799 { 1590 }
1800 op->nrof -= i; 1591}
1592
1593object *
1594insert_ob_in_ob (object *op, object *where)
1595{
1596 if (!where)
1801 } 1597 {
1802 else if (op->env != NULL) 1598 char *dump = dump_object (op);
1803 { 1599 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1804 /* is this object in the players inventory, or sub container 1600 free (dump);
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) {
1848 if (op->nrof)
1849 esrv_send_item(tmp, op);
1850 else
1851 esrv_del_item(tmp->contr, op->count);
1852 }
1853 }
1854
1855 if (op->nrof) {
1856 return op; 1601 return op;
1857 } else { 1602 }
1858 free_object (op); 1603
1859 return NULL; 1604 if (where->head_ () != where)
1860 } 1605 {
1861} 1606 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1862 1607 where = where->head;
1863/*
1864 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying.
1866 */
1867
1868void add_weight (object *op, signed long weight) {
1869 while (op!=NULL) {
1870 if (op->type == CONTAINER) {
1871 weight=(signed long)(weight*(100-op->stats.Str)/100);
1872 }
1873 op->carrying+=weight;
1874 op=op->env;
1875 } 1608 }
1876}
1877 1609
1610 return where->insert (op);
1611}
1612
1878/* 1613/*
1879 * insert_ob_in_ob(op,environment): 1614 * env->insert (op)
1880 * This function inserts the object op in the linked list 1615 * This function inserts the object op in the linked list
1881 * inside the object environment. 1616 * inside the object environment.
1882 * 1617 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1618 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1619 * be != op, if items are merged. -Tero
1890 */ 1620 */
1891 1621object *
1892object *insert_ob_in_ob(object *op,object *where) { 1622object::insert (object *op)
1893 object *tmp, *otmp; 1623{
1894
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1896 dump_object(op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1624 if (op->more)
1625 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1626 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1627 return op;
1914 } 1628 }
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1629
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1630 op->remove ();
1631
1632 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1633
1917 if(op->nrof) { 1634 if (op->nrof)
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1635 for (object *tmp = inv; tmp; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1636 if (object::can_merge (tmp, op))
1637 {
1920 /* return the original object and remove inserted object 1638 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1639 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1640 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1641
1924 * tmp->nrof, we need to increase the weight. 1642 if (object *pl = tmp->visible_to ())
1925 */ 1643 esrv_update_item (UPD_NROF, pl, tmp);
1926 add_weight (where, op->weight*op->nrof); 1644
1927 SET_FLAG(op, FLAG_REMOVED); 1645 adjust_weight (this, op->total_weight ());
1928 free_object(op); /* free the inserted object */ 1646
1647 op->destroy ();
1929 op = tmp; 1648 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1649 goto inserted;
1931 CLEAR_FLAG(op, FLAG_REMOVED);
1932 break;
1933 } 1650 }
1934 1651
1935 /* I assume combined objects have no inventory 1652 op->owner = 0; // it's his/hers now. period.
1936 * We add the weight - this object could have just been removed 1653 op->map = 0;
1937 * (if it was possible to merge). calling remove_ob will subtract 1654 op->x = 0;
1938 * the weight, so we need to add it in again, since we actually do 1655 op->y = 0;
1939 * the linking below
1940 */
1941 add_weight (where, op->weight*op->nrof);
1942 } else
1943 add_weight (where, (op->weight+op->carrying));
1944 1656
1945 otmp=is_player_inv(where);
1946 if (otmp&&otmp->contr!=NULL) {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp);
1949 }
1950
1951 op->map=NULL;
1952 op->env=where;
1953 op->above=NULL; 1657 op->above = 0;
1954 op->below=NULL; 1658 op->below = inv;
1955 op->x=0,op->y=0; 1659 op->env = this;
1956 op->ox=0,op->oy=0;
1957 1660
1661 if (inv)
1662 inv->above = op;
1663
1664 inv = op;
1665
1666 op->flag [FLAG_REMOVED] = 0;
1667
1668 if (object *pl = op->visible_to ())
1669 esrv_send_item (pl, op);
1670
1671 adjust_weight (this, op->total_weight ());
1672
1673inserted:
1958 /* reset the light list and los of the players on the map */ 1674 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1675 if (op->glow_radius && is_on_map ())
1960 { 1676 {
1961#ifdef DEBUG_LIGHTS 1677 update_stats ();
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1678 update_all_los (map, x, y);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1966 } 1679 }
1680 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER])
1681 // if this is a player's inventory, update stats
1682 update_stats ();
1967 1683
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1684 INVOKE_OBJECT (INSERT, this);
1969 * It sure simplifies this function... 1685
1970 */
1971 if (where->inv==NULL)
1972 where->inv=op;
1973 else {
1974 op->below = where->inv;
1975 op->below->above = op;
1976 where->inv = op;
1977 }
1978 return op; 1686 return op;
1979} 1687}
1980 1688
1981/* 1689/*
1982 * Checks if any objects has a move_type that matches objects 1690 * Checks if any objects has a move_type that matches objects
1996 * 1704 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1705 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects 1706 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1707 * on top.
2000 */ 1708 */
2001 1709int
2002int check_move_on (object *op, object *originator) 1710check_move_on (object *op, object *originator)
2003{ 1711{
2004 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map;
2007 int x=op->x, y=op->y;
2008 MoveType move_on, move_slow, move_block;
2009
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1712 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1713 return 0;
1714
1715 object *tmp;
1716 maptile *m = op->map;
1717 int x = op->x, y = op->y;
1718
1719 mapspace &ms = m->at (x, y);
1720
1721 ms.update ();
1722
1723 MoveType move_on = ms.move_on;
1724 MoveType move_slow = ms.move_slow;
1725 MoveType move_block = ms.move_block;
1726
1727 /* if nothing on this space will slow op down or be applied,
1728 * no need to do checking below. have to make sure move_type
1729 * is set, as lots of objects don't have it set - we treat that
1730 * as walking.
1731 */
1732 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1733 return 0;
1734
1735 /* This is basically inverse logic of that below - basically,
1736 * if the object can avoid the move on or slow move, they do so,
1737 * but can't do it if the alternate movement they are using is
1738 * blocked. Logic on this seems confusing, but does seem correct.
1739 */
1740 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1741 return 0;
1742
1743 /* The objects have to be checked from top to bottom.
1744 * Hence, we first go to the top:
1745 */
1746 for (object *next, *tmp = ms.top; tmp; tmp = next)
1747 {
1748 next = tmp->below;
1749
1750 if (tmp == op)
1751 continue; /* Can't apply yourself */
1752
1753 /* Check to see if one of the movement types should be slowed down.
1754 * Second check makes sure that the movement types not being slowed
1755 * (~slow_move) is not blocked on this space - just because the
1756 * space doesn't slow down swimming (for example), if you can't actually
1757 * swim on that space, can't use it to avoid the penalty.
1758 */
1759 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1760 {
1761 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1762 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1763 {
1764 float diff = tmp->move_slow_penalty * fabs (op->speed);
1765
1766 if (op->is_player ())
1767 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1768 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1769 diff /= 4.0;
1770
1771 op->speed_left -= diff;
1772 }
1773 }
1774
1775 /* Basically same logic as above, except now for actual apply. */
1776 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1777 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1778 {
1779 move_apply (tmp, op, originator);
1780
1781 if (op->destroyed ())
1782 return 1;
1783
1784 /* what the person/creature stepped onto has moved the object
1785 * someplace new. Don't process any further - if we did,
1786 * have a feeling strange problems would result.
1787 */
1788 if (op->map != m || op->x != x || op->y != y)
1789 return 0;
1790 }
1791 }
1792
1793 return 0;
2091} 1794}
2092 1795
2093/* 1796/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1797 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1798 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1799 * The first matching object is returned, or NULL if none.
2097 */ 1800 */
2098 1801object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1802present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1803{
2101 if(m==NULL || out_of_map(m,x,y)) { 1804 if (!m || out_of_map (m, x, y))
1805 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1806 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1807 return NULL;
2104 } 1808 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1809
2106 if(tmp->arch == at) 1810 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1811 if (tmp->arch->archname == at->archname)
2107 return tmp; 1812 return tmp;
1813
2108 return NULL; 1814 return NULL;
2109} 1815}
2110 1816
2111/* 1817/*
2112 * present(type, map, x, y) searches for any objects with 1818 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1819 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1820 * The first matching object is returned, or NULL if none.
2115 */ 1821 */
2116 1822object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1823present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1824{
2119 if(out_of_map(m,x,y)) { 1825 if (out_of_map (m, x, y))
1826 {
2120 LOG(llevError,"Present called outside map.\n"); 1827 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1828 return NULL;
2122 } 1829 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1830
1831 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1832 if (tmp->type == type)
2125 return tmp; 1833 return tmp;
1834
2126 return NULL; 1835 return NULL;
2127} 1836}
2128 1837
2129/* 1838/*
2130 * present_in_ob(type, object) searches for any objects with 1839 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1840 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1841 * The first matching object is returned, or NULL if none.
2133 */ 1842 */
2134 1843object *
2135object *present_in_ob(unsigned char type, const object *op) { 1844present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1845{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1846 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1847 if (tmp->type == type)
2139 return tmp; 1848 return tmp;
1849
2140 return NULL; 1850 return NULL;
2141} 1851}
2142 1852
2143/* 1853/*
2144 * present_in_ob (type, str, object) searches for any objects with 1854 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1862 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1863 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1864 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1865 * to be unique.
2156 */ 1866 */
2157 1867object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1868present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1869{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1870 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1871 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1872 return tmp;
2164 } 1873
2165 return NULL; 1874 return 0;
2166} 1875}
2167 1876
2168/* 1877/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1878 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1879 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1880 * The first matching object is returned, or NULL if none.
2172 */ 1881 */
2173 1882object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1883present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1884{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2177 if( tmp->arch == at) 1886 if (tmp->arch->archname == at->archname)
2178 return tmp; 1887 return tmp;
1888
2179 return NULL; 1889 return NULL;
2180} 1890}
2181 1891
2182/* 1892/*
2183 * activate recursively a flag on an object inventory 1893 * activate recursively a flag on an object inventory
2184 */ 1894 */
1895void
2185void flag_inv(object*op, int flag){ 1896flag_inv (object *op, int flag)
2186 object *tmp; 1897{
2187 if(op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1898 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1899 {
2189 SET_FLAG(tmp, flag); 1900 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1901 flag_inv (tmp, flag);
2191 } 1902 }
1903}
1904
2192}/* 1905/*
2193 * desactivate recursively a flag on an object inventory 1906 * deactivate recursively a flag on an object inventory
2194 */ 1907 */
1908void
2195void unflag_inv(object*op, int flag){ 1909unflag_inv (object *op, int flag)
2196 object *tmp; 1910{
2197 if(op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1911 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1912 {
2199 CLEAR_FLAG(tmp, flag); 1913 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1914 unflag_inv (tmp, flag);
2201 } 1915 }
2202}
2203
2204/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function.
2209 */
2210
2211void set_cheat(object *op) {
2212 SET_FLAG(op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ);
2214} 1916}
2215 1917
2216/* 1918/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1919 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain 1920 * a spot at the given map and coordinates which will be able to contain
2220 * to search (see the freearr_x/y[] definition). 1922 * to search (see the freearr_x/y[] definition).
2221 * It returns a random choice among the alternatives found. 1923 * It returns a random choice among the alternatives found.
2222 * start and stop are where to start relative to the free_arr array (1,9 1924 * start and stop are where to start relative to the free_arr array (1,9
2223 * does all 4 immediate directions). This returns the index into the 1925 * does all 4 immediate directions). This returns the index into the
2224 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1926 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2225 * Note - this only checks to see if there is space for the head of the
2226 * object - if it is a multispace object, this should be called for all
2227 * pieces.
2228 * Note2: This function does correctly handle tiled maps, but does not 1927 * Note: This function does correctly handle tiled maps, but does not
2229 * inform the caller. However, insert_ob_in_map will update as 1928 * inform the caller. However, insert_ob_in_map will update as
2230 * necessary, so the caller shouldn't need to do any special work. 1929 * necessary, so the caller shouldn't need to do any special work.
2231 * Note - updated to take an object instead of archetype - this is necessary 1930 * Note - updated to take an object instead of archetype - this is necessary
2232 * because arch_blocked (now ob_blocked) needs to know the movement type 1931 * because arch_blocked (now ob_blocked) needs to know the movement type
2233 * to know if the space in question will block the object. We can't use 1932 * to know if the space in question will block the object. We can't use
2234 * the archetype because that isn't correct if the monster has been 1933 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1934 * customized, changed states, etc.
2236 */ 1935 */
2237 1936int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1937find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1938{
1939 int altern[SIZEOFFREE];
2239 int i,index=0, flag; 1940 int index = 0, flag;
2240 static int altern[SIZEOFFREE];
2241 1941
2242 for(i=start;i<stop;i++) { 1942 for (int i = start; i < stop; i++)
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1943 {
2244 if(!flag) 1944 mapxy pos (m, x, y); pos.move (i);
1945
1946 if (!pos.normalise ())
1947 continue;
1948
1949 mapspace &ms = *pos;
1950
1951 if (ms.flags () & P_IS_ALIVE)
1952 continue;
1953
1954 /* However, often
1955 * ob doesn't have any move type (when used to place exits)
1956 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1957 */
1958 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1959 {
2245 altern[index++]=i; 1960 altern [index++] = i;
1961 continue;
1962 }
2246 1963
2247 /* Basically, if we find a wall on a space, we cut down the search size. 1964 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 1965 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 1966 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 1967 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 1968 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 1969 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 1970 * won't look 2 spaces south of the target space.
2254 */ 1971 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1972 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1973 {
2256 stop=maxfree[i]; 1974 stop = maxfree[i];
2257 } 1975 continue;
2258 if(!index) return -1; 1976 }
2259 return altern[RANDOM()%index];
2260}
2261 1977
1978 /* Note it is intentional that we check ob - the movement type of the
1979 * head of the object should correspond for the entire object.
1980 */
1981 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1982 continue;
1983
1984 if (ob->blocked (pos.m, pos.x, pos.y))
1985 continue;
1986
1987 altern [index++] = i;
1988 }
1989
1990 if (!index)
1991 return -1;
1992
1993 return altern [rndm (index)];
1994}
1995
2262/* 1996/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 1997 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 1998 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 1999 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2000 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2001 */
2268 2002int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2003find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2004{
2271 for(i=0;i<SIZEOFFREE;i++) { 2005 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2006 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2007 return i;
2274 } 2008
2275 return -1; 2009 return -1;
2276} 2010}
2277 2011
2278/* 2012/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2013 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2014 * arr[begin..end-1].
2015 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2016 */
2017static void
2282static void permute(int *arr, int begin, int end) 2018permute (int *arr, int begin, int end)
2283{ 2019{
2284 int i, j, tmp, len; 2020 arr += begin;
2021 end -= begin;
2285 2022
2286 len = end-begin; 2023 while (--end)
2287 for(i = begin; i < end; i++) 2024 swap (arr [end], arr [rndm (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2025}
2296 2026
2297/* new function to make monster searching more efficient, and effective! 2027/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2028 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2029 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed 2030 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within 2031 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order. 2032 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2033 */
2034void
2304void get_search_arr(int *search_arr) 2035get_search_arr (int *search_arr)
2305{ 2036{
2306 int i; 2037 int i;
2307 2038
2308 for(i = 0; i < SIZEOFFREE; i++) 2039 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2040 search_arr[i] = i;
2311 }
2312 2041
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2042 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2043 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2044 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2045}
2317 2046
2318/* 2047/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2048 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2049 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2054 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info 2055 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move 2056 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2057 * there is capable of.
2329 */ 2058 */
2330 2059int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2060find_dir (maptile *m, int x, int y, object *exclude)
2061{
2332 int i,max=SIZEOFFREE, mflags; 2062 int max = SIZEOFFREE, mflags;
2333 sint16 nx, ny;
2334 object *tmp;
2335 mapstruct *mp;
2336 MoveType blocked, move_type; 2063 MoveType move_type;
2337 2064
2338 if (exclude && exclude->head) { 2065 if (exclude && exclude->head_ () != exclude)
2066 {
2339 exclude = exclude->head; 2067 exclude = exclude->head;
2340 move_type = exclude->move_type; 2068 move_type = exclude->move_type;
2341 } else { 2069 }
2070 else
2071 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2072 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2073 move_type = MOVE_ALL;
2344 }
2345
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i];
2350
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) {
2353 max = maxfree[i];
2354 } else {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2356
2357 if ((move_type & blocked) == move_type) {
2358 max=maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2363 break;
2364 }
2365 }
2366 if(tmp) {
2367 return freedir[i];
2368 }
2369 } 2074 }
2370 } 2075
2076 for (int i = 1; i < max; i++)
2371 } 2077 {
2078 mapxy pos (m, x, y);
2079 pos.move (i);
2080
2081 if (!pos.normalise ())
2082 max = maxfree[i];
2083 else
2084 {
2085 mapspace &ms = *pos;
2086
2087 if ((move_type & ms.move_block) == move_type)
2088 max = maxfree [i];
2089 else if (ms.flags () & P_IS_ALIVE)
2090 {
2091 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2092 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2093 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2094 return freedir [i];
2095 }
2096 }
2097 }
2098
2372 return 0; 2099 return 0;
2373} 2100}
2374 2101
2375/* 2102/*
2376 * distance(object 1, object 2) will return the square of the 2103 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2104 * distance between the two given objects.
2378 */ 2105 */
2379 2106int
2380int distance(const object *ob1, const object *ob2) { 2107distance (const object *ob1, const object *ob2)
2381 int i; 2108{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2109 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2110}
2386 2111
2387/* 2112/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2113 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another 2114 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2115 * object, needs to travel toward it.
2391 */ 2116 */
2392 2117int
2393int find_dir_2(int x, int y) { 2118find_dir_2 (int x, int y)
2119{
2394 int q; 2120 int q;
2395 2121
2396 if(y) 2122 if (y)
2397 q=x*100/y; 2123 q = x * 100 / y;
2398 else if (x) 2124 else if (x)
2399 q= -300*x; 2125 q = -300 * x;
2400 else 2126 else
2401 return 0; 2127 return 0;
2402 2128
2403 if(y>0) { 2129 if (y > 0)
2130 {
2404 if(q < -242) 2131 if (q < -242)
2405 return 3 ; 2132 return 3;
2406 if (q < -41) 2133 if (q < -41)
2407 return 2 ; 2134 return 2;
2408 if (q < 41) 2135 if (q < 41)
2409 return 1 ; 2136 return 1;
2410 if (q < 242) 2137 if (q < 242)
2411 return 8 ; 2138 return 8;
2412 return 7 ; 2139 return 7;
2413 } 2140 }
2414 2141
2415 if (q < -242) 2142 if (q < -242)
2416 return 7 ; 2143 return 7;
2417 if (q < -41) 2144 if (q < -41)
2418 return 6 ; 2145 return 6;
2419 if (q < 41) 2146 if (q < 41)
2420 return 5 ; 2147 return 5;
2421 if (q < 242) 2148 if (q < 242)
2422 return 4 ; 2149 return 4;
2423 2150
2424 return 3 ; 2151 return 3;
2425}
2426
2427/*
2428 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction).
2431 */
2432
2433int absdir(int d) {
2434 while(d<1) d+=8;
2435 while(d>8) d-=8;
2436 return d;
2437} 2152}
2438 2153
2439/* 2154/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2155 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2156 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2157 */
2443 2158int
2444int dirdiff(int dir1, int dir2) { 2159dirdiff (int dir1, int dir2)
2160{
2445 int d; 2161 int d;
2162
2446 d = abs(dir1 - dir2); 2163 d = abs (dir1 - dir2);
2447 if(d>4) 2164 if (d > 4)
2448 d = 8 - d; 2165 d = 8 - d;
2166
2449 return d; 2167 return d;
2450} 2168}
2451 2169
2452/* peterm: 2170/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2171 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2456 * This basically means that if direction is 15, then it could either go 2174 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are. 2175 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction 2176 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2177 * functions.
2460 */ 2178 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2179static const int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2180 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2181 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2182 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2183 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2184 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2185 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2186 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2187 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2188 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2189 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2190 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2191 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2192 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2193 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2194 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2195 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2196 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2197 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2198 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2199 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2200 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2201 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2202 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2203 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2204 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2205 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2206 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2207 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2208 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2209 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2210 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2211 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2212 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2213 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2214 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2215 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2216 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2217 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2218 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2219 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2220 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2221 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2222 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2223 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2224 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2225 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2226 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2227 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2228 {24, 9, -1}
2229}; /* 48 */
2512 2230
2513/* Recursive routine to step back and see if we can 2231/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2232 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2233 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2234 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2235 * Modified to be map tile aware -.MSW
2518 */ 2236 */
2519 2237int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2238can_see_monsterP (maptile *m, int x, int y, int dir)
2239{
2522 sint16 dx, dy; 2240 sint16 dx, dy;
2523 int mflags; 2241 int mflags;
2524 2242
2243 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2244 return 0; /* exit condition: invalid direction */
2526 2245
2527 dx = x + freearr_x[dir]; 2246 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2247 dy = y + freearr_y[dir];
2529 2248
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2249 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2250
2532 /* This functional arguably was incorrect before - it was 2251 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2252 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2253 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2254 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or 2255 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2256 * at least its move type.
2538 */ 2257 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2258 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2259 return 0;
2540 2260
2541 /* yes, can see. */ 2261 /* yes, can see. */
2542 if(dir < 9) return 1; 2262 if (dir < 9)
2263 return 1;
2264
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2265 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2266 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2267 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2268}
2547 2269
2548
2549
2550/* 2270/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2271 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2272 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2273 * picked up, otherwise 0.
2554 * 2274 *
2555 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2275 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2556 * core dumps if they do. 2276 * core dumps if they do.
2557 * 2277 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2278 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2279 */
2560 2280int
2561int can_pick(const object *who, const object *item) { 2281can_pick (const object *who, const object *item)
2282{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2283 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2284 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2285 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2286}
2567
2568 2287
2569/* 2288/*
2570 * create clone from object to another 2289 * create clone from object to another
2571 */ 2290 */
2572object *object_create_clone (object *asrc) { 2291object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2292object::deep_clone ()
2293{
2294 assert (("deep_clone called on non-head object", is_head ()));
2574 2295
2575 if(!asrc) return NULL; 2296 object *dst = clone ();
2576 src = asrc;
2577 if(src->head)
2578 src = src->head;
2579 2297
2580 prev = NULL; 2298 object *prev = dst;
2581 for(part = src; part; part = part->more) { 2299 for (object *part = this->more; part; part = part->more)
2582 tmp = get_object(); 2300 {
2583 copy_object(part,tmp); 2301 object *tmp = part->clone ();
2584 tmp->x -= src->x;
2585 tmp->y -= src->y;
2586 if(!part->head) {
2587 dst = tmp;
2588 tmp->head = NULL;
2589 } else {
2590 tmp->head = dst; 2302 tmp->head = dst;
2591 }
2592 tmp->more = NULL;
2593 if(prev)
2594 prev->more = tmp; 2303 prev->more = tmp;
2595 prev = tmp; 2304 prev = tmp;
2596 } 2305 }
2597 /*** copy inventory ***/ 2306
2598 for(item = src->inv; item; item = item->below) { 2307 for (object *item = inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2308 insert_ob_in_ob (item->deep_clone (), dst);
2600 }
2601 2309
2602 return dst; 2310 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611}
2612
2613/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */
2619
2620object* load_object_str(const char *obstr)
2621{
2622 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF];
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2626 tempfile=fopen(filename,"w");
2627 if (tempfile == NULL)
2628 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n");
2630 return NULL;
2631 };
2632 fprintf(tempfile,obstr);
2633 fclose(tempfile);
2634
2635 op=get_object();
2636
2637 tempfile=fopen(filename,"r");
2638 if (tempfile == NULL)
2639 {
2640 LOG(llevError,"Error - Unable to read object temp file\n");
2641 return NULL;
2642 };
2643 load_object(tempfile,op,LO_NEWFILE,0);
2644 LOG(llevDebug," load str completed, object=%s\n",op->name);
2645 CLEAR_FLAG(op,FLAG_REMOVED);
2646 fclose(tempfile);
2647 return op;
2648} 2311}
2649 2312
2650/* This returns the first object in who's inventory that 2313/* This returns the first object in who's inventory that
2651 * has the same type and subtype match. 2314 * has the same type and subtype match.
2652 * returns NULL if no match. 2315 * returns NULL if no match.
2653 */ 2316 */
2317object *
2654object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2318find_obj_by_type_subtype (const object *who, int type, int subtype)
2655{ 2319{
2656 object *tmp;
2657
2658 for (tmp=who->inv; tmp; tmp=tmp->below) 2320 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2659 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2321 if (tmp->type == type && tmp->subtype == subtype)
2322 return tmp;
2660 2323
2661 return NULL; 2324 return 0;
2662} 2325}
2663 2326
2664/* If ob has a field named key, return the link from the list, 2327shstr_tmp
2665 * otherwise return NULL. 2328object::kv_get (shstr_tmp key) const
2666 * 2329{
2667 * key must be a passed in shared string - otherwise, this won't 2330 for (key_value *kv = key_values; kv; kv = kv->next)
2668 * do the desired thing. 2331 if (kv->key == key)
2669 */ 2332 return kv->value;
2670key_value * get_ob_key_link(const object * ob, const char * key) { 2333
2671 key_value * link; 2334 return shstr ();
2335}
2336
2337void
2338object::kv_set (shstr_tmp key, shstr_tmp value)
2339{
2340 for (key_value *kv = key_values; kv; kv = kv->next)
2341 if (kv->key == key)
2342 {
2343 kv->value = value;
2344 return;
2345 }
2346
2347 key_value *kv = new key_value;
2348
2349 kv->next = key_values;
2350 kv->key = key;
2351 kv->value = value;
2352
2353 key_values = kv;
2354}
2355
2356void
2357object::kv_del (shstr_tmp key)
2358{
2359 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2360 if ((*kvp)->key == key)
2361 {
2362 key_value *kv = *kvp;
2363 *kvp = (*kvp)->next;
2364 delete kv;
2365 return;
2366 }
2367}
2368
2369object::depth_iterator::depth_iterator (object *container)
2370: iterator_base (container)
2371{
2372 while (item->inv)
2373 item = item->inv;
2374}
2375
2376void
2377object::depth_iterator::next ()
2378{
2379 if (item->below)
2672 2380 {
2673 for (link = ob->key_values; link != NULL; link = link->next) { 2381 item = item->below;
2674 if (link->key == key) { 2382
2675 return link; 2383 while (item->inv)
2384 item = item->inv;
2385 }
2386 else
2387 item = item->env;
2388}
2389
2390const char *
2391object::flag_desc (char *desc, int len) const
2392{
2393 char *p = desc;
2394 bool first = true;
2395
2396 *p = 0;
2397
2398 for (int i = 0; i < NUM_FLAGS; i++)
2399 {
2400 if (len <= 10) // magic constant!
2401 {
2402 snprintf (p, len, ",...");
2403 break;
2676 } 2404 }
2677 }
2678
2679 return NULL;
2680}
2681 2405
2682/* 2406 if (flag [i])
2683 * Returns the value of op has an extra_field for key, or NULL.
2684 *
2685 * The argument doesn't need to be a shared string.
2686 *
2687 * The returned string is shared.
2688 */
2689const char * get_ob_key_value(const object * op, const char * const key) {
2690 key_value * link;
2691 const char * canonical_key;
2692
2693 canonical_key = find_string(key);
2694
2695 if (canonical_key == NULL) {
2696 /* 1. There being a field named key on any object
2697 * implies there'd be a shared string to find.
2698 * 2. Since there isn't, no object has this field.
2699 * 3. Therefore, *this* object doesn't have this field.
2700 */ 2407 {
2701 return NULL; 2408 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2702 } 2409 len -= cnt;
2703 2410 p += cnt;
2704 /* This is copied from get_ob_key_link() above - 2411 first = false;
2705 * only 4 lines, and saves the function call overhead.
2706 */
2707 for (link = op->key_values; link != NULL; link = link->next) {
2708 if (link->key == canonical_key) {
2709 return link->value;
2710 } 2412 }
2711 } 2413 }
2414
2415 return desc;
2416}
2417
2418// return a suitable string describing an object in enough detail to find it
2419const char *
2420object::debug_desc (char *info) const
2421{
2422 char flagdesc[512];
2423 char info2[256 * 4];
2424 char *p = info;
2425
2426 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2427 count,
2428 uuid.c_str (),
2429 &name,
2430 title ? ",title:\"" : "",
2431 title ? (const char *)title : "",
2432 title ? "\"" : "",
2433 flag_desc (flagdesc, 512), type);
2434
2435 if (!flag[FLAG_REMOVED] && env)
2436 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2437
2438 if (map)
2439 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2440
2441 return info;
2442}
2443
2444const char *
2445object::debug_desc () const
2446{
2447 static char info[3][256 * 4];
2448 static int info_idx;
2449
2450 return debug_desc (info [++info_idx % 3]);
2451}
2452
2453struct region *
2454object::region () const
2455{
2456 return map ? map->region (x, y)
2457 : region::default_region ();
2458}
2459
2460const materialtype_t *
2461object::dominant_material () const
2462{
2463 if (materialtype_t *mt = name_to_material (materialname))
2464 return mt;
2465
2466 return name_to_material (shstr_unknown);
2467}
2468
2469void
2470object::open_container (object *new_container)
2471{
2472 if (container == new_container)
2712 return NULL; 2473 return;
2713}
2714 2474
2475 object *old_container = container;
2715 2476
2716/* 2477 if (old_container)
2717 * Updates the canonical_key in op to value.
2718 *
2719 * canonical_key is a shared string (value doesn't have to be).
2720 *
2721 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2722 * keys.
2723 *
2724 * Returns TRUE on success.
2725 */
2726int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2727 key_value * field = NULL, *last=NULL;
2728 2478 {
2729 for (field=op->key_values; field != NULL; field=field->next) { 2479 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2730 if (field->key != canonical_key) { 2480 return;
2731 last = field; 2481
2732 continue; 2482#if 0
2733 } 2483 // remove the "Close old_container" object.
2734 2484 if (object *closer = old_container->inv)
2735 if (field->value) FREE_AND_CLEAR_STR(field->value); 2485 if (closer->type == CLOSE_CON)
2736 if (value) 2486 closer->destroy ();
2737 field->value = add_string(value); 2487#endif
2738 else { 2488
2739 /* Basically, if the archetype has this key set, 2489 // make sure the container is available
2740 * we need to store the null value so when we save 2490 esrv_send_item (this, old_container);
2741 * it, we save the empty value so that when we load, 2491
2742 * we get this value back again. 2492 old_container->flag [FLAG_APPLIED] = false;
2743 */ 2493 container = 0;
2744 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2494
2745 field->value = NULL; 2495 // client needs item update to make it work, client bug requires this to be separate
2746 else { 2496 esrv_update_item (UPD_FLAGS, this, old_container);
2747 /* Delete this link */ 2497
2748 if (field->key) FREE_AND_CLEAR_STR(field->key); 2498 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2749 if (field->value) FREE_AND_CLEAR_STR(field->value); 2499 play_sound (sound_find ("chest_close"));
2750 if (last) last->next = field->next;
2751 else op->key_values = field->next;
2752 free(field);
2753 } 2500 }
2754 }
2755 return TRUE;
2756 }
2757 /* IF we get here, key doesn't exist */
2758 2501
2759 /* No field, we'll have to add it. */ 2502 if (new_container)
2760 2503 {
2761 if (!add_key) { 2504 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2762 return FALSE; 2505 return;
2763 } 2506
2764 /* There isn't any good reason to store a null 2507 // TODO: this does not seem to serve any purpose anymore?
2765 * value in the key/value list. If the archetype has 2508#if 0
2766 * this key, then we should also have it, so shouldn't 2509 // insert the "Close Container" object.
2767 * be here. If user wants to store empty strings, 2510 if (archetype *closer = new_container->other_arch)
2768 * should pass in "" 2511 {
2769 */ 2512 object *closer = arch_to_object (new_container->other_arch);
2770 if (value == NULL) return TRUE; 2513 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2514 new_container->insert (closer);
2515 }
2516#endif
2517
2518 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2519
2520 // make sure the container is available, client bug requires this to be separate
2521 esrv_send_item (this, new_container);
2522
2523 new_container->flag [FLAG_APPLIED] = true;
2524 container = new_container;
2525
2526 // client needs flag change
2527 esrv_update_item (UPD_FLAGS, this, new_container);
2528 esrv_send_inventory (this, new_container);
2529 play_sound (sound_find ("chest_open"));
2771 2530 }
2772 field = (key_value *) malloc(sizeof(key_value)); 2531// else if (!old_container->env && contr && contr->ns)
2532// contr->ns->floorbox_reset ();
2533}
2534
2535object *
2536object::force_find (shstr_tmp name)
2537{
2538 /* cycle through his inventory to look for the MARK we want to
2539 * place
2540 */
2541 for (object *tmp = inv; tmp; tmp = tmp->below)
2542 if (tmp->type == FORCE && tmp->slaying == name)
2543 return splay (tmp);
2544
2545 return 0;
2546}
2547
2548//-GPL
2549
2550void
2551object::force_set_timer (int duration)
2552{
2553 this->duration = 1;
2554 this->speed_left = -1.f;
2555
2556 this->set_speed (duration ? 1.f / duration : 0.f);
2557}
2558
2559object *
2560object::force_add (shstr_tmp name, int duration)
2561{
2562 if (object *force = force_find (name))
2563 force->destroy ();
2564
2565 object *force = get_archetype (FORCE_NAME);
2566
2567 force->slaying = name;
2568 force->force_set_timer (duration);
2569 force->flag [FLAG_APPLIED] = true;
2570
2571 return insert (force);
2572}
2573
2574void
2575object::play_sound (faceidx sound) const
2576{
2577 if (!sound)
2578 return;
2579
2580 if (is_on_map ())
2581 map->play_sound (sound, x, y);
2582 else if (object *pl = in_player ())
2583 pl->contr->play_sound (sound);
2584}
2585
2586void
2587object::say_msg (const char *msg) const
2588{
2589 if (is_on_map ())
2590 map->say_msg (msg, x, y);
2591 else if (object *pl = in_player ())
2592 pl->contr->play_sound (sound);
2593}
2594
2595void
2596object::make_noise ()
2597{
2598 // we do not model noise in the map, so instead put
2599 // a temporary light into the noise source
2600 // could use the map instead, but that's less reliable for our
2601 // goal, which is to make invisibility a bit harder to exploit
2602
2603 // currently only works sensibly for players
2604 if (!is_player ())
2605 return;
2606
2607 // find old force, or create new one
2608 object *force = force_find (shstr_noise_force);
2609
2610 if (force)
2611 force->speed_left = -1.f; // patch old speed up
2612 else
2773 2613 {
2774 field->key = add_refcount(canonical_key); 2614 force = archetype::get (shstr_noise_force);
2775 field->value = add_string(value); 2615
2776 /* Usual prepend-addition. */ 2616 force->slaying = shstr_noise_force;
2777 field->next = op->key_values; 2617 force->stats.food = 1;
2778 op->key_values = field; 2618 force->speed_left = -1.f;
2619
2620 force->set_speed (1.f / 4.f);
2621 force->flag [FLAG_IS_USED_UP] = true;
2622 force->flag [FLAG_APPLIED] = true;
2623
2624 insert (force);
2779 2625 }
2780 return TRUE;
2781} 2626}
2782 2627
2783/*
2784 * Updates the key in op to value.
2785 *
2786 * If add_key is FALSE, this will only update existing keys,
2787 * and not add new ones.
2788 * In general, should be little reason FALSE is ever passed in for add_key
2789 *
2790 * Returns TRUE on success.
2791 */
2792int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2793 const char * canonical_key = NULL;
2794 int floating_ref = FALSE;
2795 int ret;
2796
2797 /* HACK This mess is to make sure set_ob_value() passes a shared string
2798 * to get_ob_key_link(), without leaving a leaked refcount.
2799 */
2800
2801 canonical_key = find_string(key);
2802 if (canonical_key == NULL) {
2803 canonical_key = add_string(key);
2804 floating_ref = TRUE;
2805 }
2806
2807 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2808
2809 if (floating_ref) {
2810 free_string(canonical_key);
2811 }
2812
2813 return ret;
2814}

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