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

Comparing deliantra/server/common/object.C (file contents):
Revision 1.10 by root, Thu Aug 31 17:54:14 2006 UTC vs.
Revision 1.262 by elmex, Wed Oct 22 19:51:41 2008 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.C,v 1.10 2006/08/31 17:54:14 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 24#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 25#include <stdio.h>
35#include <sys/types.h> 26#include <sys/types.h>
36#include <sys/uio.h> 27#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 28#include <object.h>
39#include <funcpoint.h> 29#include <sproto.h>
40#include <skills.h>
41#include <loader.h> 30#include <loader.h>
42#ifdef MEMORY_DEBUG
43int nroffreeobjects = 0;
44int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 31
53object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */
56 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37
38objectvec objects;
39activevec actives;
40
57short freearr_x[SIZEOFFREE]= 41short freearr_x[SIZEOFFREE] = {
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 42 0,
43 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 45 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
46};
60short freearr_y[SIZEOFFREE]= 47short freearr_y[SIZEOFFREE] = {
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48 0,
49 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52};
63int maxfree[SIZEOFFREE]= 53int maxfree[SIZEOFFREE] = {
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
66int freedir[SIZEOFFREE]= { 59int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 60 0,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 61 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64};
69 65
66static void
67write_uuid (uval64 skip, bool sync)
68{
69 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip));
71 CALL_ARG_SV (boolSV (sync));
72 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END;
74}
75
76static void
77read_uuid (void)
78{
79 char filename[MAX_BUF];
80
81 sprintf (filename, "%s/uuid", settings.localdir);
82
83 seq_next_save = 0;
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 UUID::cur.seq = 0;
93 write_uuid (UUID_GAP, true);
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 UUID::BUF buf;
102 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp);
104
105 if (!UUID::cur.parse (buf))
106 {
107 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
108 _exit (1);
109 }
110
111 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
112
113 write_uuid (UUID_GAP, true);
114 fclose (fp);
115}
116
117UUID
118UUID::gen ()
119{
120 UUID uid;
121
122 uid.seq = ++cur.seq;
123
124 if (expect_false (cur.seq >= seq_next_save))
125 {
126 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
127 write_uuid (UUID_GAP, false);
128 }
129
130
131 return uid;
132}
133
134void
135UUID::init ()
136{
137 read_uuid ();
138}
70 139
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 142compare_ob_value_lists_one (const object *wants, const object *has)
73 key_value * wants_field; 143{
74
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 144 /* n-squared behaviour (see kv_get), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 145 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 146 * different structure or at least keep the lists sorted...
78 */ 147 */
79 148
80 /* For each field in wants, */ 149 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 150 for (key_value *kv = wants->key_values; kv; kv = kv->next)
82 key_value * has_field; 151 if (has->kv_get (kv->key) != kv->value)
83 152 return false;
84 /* Look for a field in has with the same key. */ 153
85 has_field = get_ob_key_link(has, wants_field->key);
86
87 if (has_field == NULL) {
88 /* No field with that name. */
89 return FALSE;
90 }
91
92 /* Found the matching field. */
93 if (has_field->value != wants_field->value) {
94 /* Values don't match, so this half of the comparison is false. */
95 return FALSE;
96 }
97
98 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100
101 /* If we get here, every field in wants has a matching field in has. */ 154 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 155 return true;
103} 156}
104 157
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 158/* Returns TRUE if ob1 has the same key_values as ob2. */
159static bool
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 160compare_ob_value_lists (const object *ob1, const object *ob2)
161{
107 /* However, there may be fields in has which aren't partnered in wants, 162 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 163 * so we need to run the comparison *twice*. :(
109 */ 164 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 165 return compare_ob_value_lists_one (ob1, ob2)
166 && compare_ob_value_lists_one (ob2, ob1);
111} 167}
112 168
113/* Function examines the 2 objects given to it, and returns true if 169/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 170 * they can be merged together.
115 * 171 *
116 * Note that this function appears a lot longer than the macro it 172 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 173 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 174 * reduce this to the same efficiency.
119 * 175 *
120 * Check nrof variable *before* calling CAN_MERGE() 176 * Check nrof variable *before* calling can_merge()
121 * 177 *
122 * Improvements made with merge: Better checking on potion, and also 178 * Improvements made with merge: Better checking on potion, and also
123 * check weight 179 * check weight
124 */ 180 */
125 181bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 182{
127
128 /* A couple quicksanity checks */ 183 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 184 if (ob1 == ob2
185 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed
187 || ob1->value != ob2->value
188 || ob1->name != ob2->name)
189 return 0;
130 190
131 if (ob1->speed != ob2->speed) return 0; 191 /* Do not merge objects if nrof would overflow, assume nrof
192 * is always 0 .. 2**31-1 */
193 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 return 0;
195
196 /* If the objects have been identified, set the BEEN_APPLIED flag.
197 * This is to the comparison of the flags below will be OK. We
198 * just can't ignore the been applied or identified flags, as they
199 * are not equal - just if it has been identified, the been_applied
200 * flags lose any meaning.
201 */
202 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
203 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
204
205 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
206 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
207
208 if (ob1->arch->archname != ob2->arch->archname
209 || ob1->name != ob2->name
210 || ob1->title != ob2->title
211 || ob1->msg != ob2->msg
212 || ob1->weight != ob2->weight
213 || ob1->attacktype != ob2->attacktype
214 || ob1->magic != ob2->magic
215 || ob1->slaying != ob2->slaying
216 || ob1->skill != ob2->skill
217 || ob1->value != ob2->value
218 || ob1->animation_id != ob2->animation_id
219 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
220 || ob1->client_type != ob2->client_type
221 || ob1->materialname != ob2->materialname
222 || ob1->lore != ob2->lore
223 || ob1->subtype != ob2->subtype
224 || ob1->move_type != ob2->move_type
225 || ob1->move_block != ob2->move_block
226 || ob1->move_allow != ob2->move_allow
227 || ob1->move_on != ob2->move_on
228 || ob1->move_off != ob2->move_off
229 || ob1->move_slow != ob2->move_slow
230 || ob1->move_slow_penalty != ob2->move_slow_penalty
231 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
232 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
233 return 0;
234
235 if ((ob1->flag ^ ob2->flag)
236 .reset (FLAG_INV_LOCKED)
237 .reset (FLAG_REMOVED)
238 .any ())
239 return 0;
240
241 /* This is really a spellbook check - we should in general
242 * not merge objects with real inventories, as splitting them
243 * is hard.
244 */
245 if (ob1->inv || ob2->inv)
246 {
247 if (!(ob1->inv && ob2->inv))
248 return 0; /* inventories differ in length */
249
250 if (ob1->inv->below || ob2->inv->below)
251 return 0; /* more than one object in inv */
252
253 if (!object::can_merge (ob1->inv, ob2->inv))
254 return 0; /* inventory objects differ */
255
256 /* inventory ok - still need to check rest of this object to see
257 * if it is valid.
258 */
259 }
260
261 /* Don't merge objects that are applied. With the new 'body' code,
262 * it is possible for most any character to have more than one of
263 * some items equipped, and we don't want those to merge.
264 */
265 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
266 return 0;
267
132 /* Note sure why the following is the case - either the object has to 268 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster 269 * be animated or have a very low speed. Is this an attempted monster
134 * check? 270 * check?
135 */ 271 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 272 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
273 return 0;
274
275 switch (ob1->type)
276 {
277 case SCROLL:
278 if (ob1->level != ob2->level)
279 return 0;
280 break;
281 }
282
283 if (ob1->key_values || ob2->key_values)
284 {
285 /* At least one of these has key_values. */
286 if ((!ob1->key_values) != (!ob2->key_values))
287 return 0; /* One has fields, but the other one doesn't. */
288
289 if (!compare_ob_value_lists (ob1, ob2))
137 return 0; 290 return 0;
291 }
138 292
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 293 if (ob1->self || ob2->self)
140 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0;
145
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 } 294 {
295 ob1->optimise ();
296 ob2->optimise ();
160 297
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 298 if (ob1->self || ob2->self)
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 ) 299 {
300 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
301 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
302
303 if (k1 != k2)
207 return 0; 304 return 0;
208 305
209 /* Don't merge objects that are applied. With the new 'body' code, 306 if (k1 == 0)
210 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge.
212 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214 return 0;
215
216 switch (ob1->type) {
217 case SCROLL:
218 if (ob1->level != ob2->level) return 0;
219 break;
220
221 }
222 if (ob1->key_values != NULL || ob2->key_values != NULL) {
223 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) {
225 /* One has fields, but the other one doesn't. */
226 return 0; 307 return 1;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 308
309 if (!cfperl_can_merge (ob1, ob2))
228 return 0; 310 return 0;
229 } 311 }
230 } 312 }
231 313
232 /* Everything passes, must be OK. */ 314 /* Everything passes, must be OK. */
233 return 1; 315 return 1;
234} 316}
235 317
318// find player who can see this object
319object *
320object::visible_to () const
321{
322 if (client_visible () && !flag [FLAG_REMOVED])
323 {
324 // see if we are in a container of sorts
325 if (env)
326 {
327 // the player inventory itself is always visible
328 if (env->type == PLAYER)
329 return env;
330
331 // else a player could have our env open
332 object *envest = env->outer_env ();
333
334 // the player itself is always on a map, so we will find him here
335 // even if our inv is in a player.
336 if (envest->is_on_map ())
337 if (object *pl = envest->ms ().player ())
338 if (pl->container == env)
339 return pl;
340 }
341 else
342 {
343 // maybe there is a player standing on the same mapspace
344 // this will catch the case where "this" is a player
345 if (object *pl = ms ().player ())
346 if ((!pl->container && pl->contr->ns && !pl->contr->ns->update_look)
347 || this == pl->container)
348 return pl;
349 }
350 }
351
352 return 0;
353}
354
355// adjust weight per container type ("of holding")
356static sint32
357weight_adjust_for (object *op, sint32 weight)
358{
359 return op->type == CONTAINER
360 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
361 : weight;
362}
363
236/* 364/*
365 * adjust_weight(object, weight) adds the specified weight to an object,
366 * and also updates how much the environment(s) is/are carrying.
367 */
368static void
369adjust_weight (object *op, sint32 weight)
370{
371 while (op)
372 {
373 // adjust by actual difference to account for rounding errors
374 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
375 weight = weight_adjust_for (op, op->carrying)
376 - weight_adjust_for (op, op->carrying - weight);
377
378 if (!weight)
379 return;
380
381 op->carrying += weight;
382
383 if (object *pl = op->visible_to ())
384 if (pl != op) // player is handled lazily
385 esrv_update_item (UPD_WEIGHT, pl, op);
386
387 op = op->env;
388 }
389}
390
391/*
237 * sum_weight() is a recursive function which calculates the weight 392 * this is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 393 * an object is carrying. It goes through op and figures out how much
239 * containers are carrying, and sums it up. 394 * containers are carrying, and sums it up.
240 */ 395 */
241signed long sum_weight(object *op) { 396void
242 signed long sum; 397object::update_weight ()
243 object *inv; 398{
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 399 sint32 sum = 0;
400
401 for (object *op = inv; op; op = op->below)
402 {
245 if (inv->inv) 403 if (op->inv)
246 sum_weight(inv); 404 op->update_weight ();
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 405
406 sum += op->total_weight ();
248 } 407 }
249 if (op->type == CONTAINER && op->stats.Str) 408
250 sum = (sum * (100 - op->stats.Str))/100; 409 sum = weight_adjust_for (this, sum);
251 if(op->carrying != sum) 410
411 if (sum != carrying)
412 {
252 op->carrying = sum; 413 carrying = sum;
253 return sum;
254}
255 414
415 if (object *pl = visible_to ())
416 if (pl != this) // player is handled lazily
417 esrv_update_item (UPD_WEIGHT, pl, this);
418 }
419}
420
256/** 421/*
257 * Return the outermost environment object for a given object. 422 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
258 */ 423 */
259 424char *
260object *object_get_env_recursive (object *op) {
261 while (op->env != NULL)
262 op = op->env;
263 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277}
278
279/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array.
283 */
284
285void dump_object2(object *op) {
286errmsg[0] = 0;
287return;
288 //TODO//D#d#
289#if 0
290 char *cp;
291/* object *tmp;*/
292
293 if(op->arch!=NULL) {
294 strcat(errmsg,"arch ");
295 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
296 strcat(errmsg,"\n");
297 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
298 strcat(errmsg,cp);
299#if 0
300 /* Don't dump player diffs - they are too long, mostly meaningless, and
301 * will overflow the buffer.
302 * Changed so that we don't dump inventory either. This may
303 * also overflow the buffer.
304 */
305 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
306 strcat(errmsg,cp);
307 for (tmp=op->inv; tmp; tmp=tmp->below)
308 dump_object2(tmp);
309#endif
310 strcat(errmsg,"end\n");
311 } else {
312 strcat(errmsg,"Object ");
313 if (op->name==NULL) strcat(errmsg, "(null)");
314 else strcat(errmsg,op->name);
315 strcat(errmsg,"\n");
316#if 0
317 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
318 strcat(errmsg,cp);
319 for (tmp=op->inv; tmp; tmp=tmp->below)
320 dump_object2(tmp);
321#endif
322 strcat(errmsg,"end\n");
323 }
324#endif
325}
326
327/*
328 * Dumps an object. Returns output in the static global errmsg array.
329 */
330
331void dump_object(object *op) { 425dump_object (object *op)
332 if(op==NULL) { 426{
333 strcpy(errmsg,"[NULL pointer]"); 427 if (!op)
334 return; 428 return strdup ("[NULLOBJ]");
335 }
336 errmsg[0]='\0';
337 dump_object2(op);
338}
339 429
340void dump_all_objects(void) { 430 object_freezer freezer;
341 object *op; 431 op->write (freezer);
342 for(op=objects;op!=NULL;op=op->next) { 432 return freezer.as_string ();
343 dump_object(op);
344 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
345 }
346} 433}
347 434
348/* 435/*
349 * get_nearest_part(multi-object, object 2) returns the part of the 436 * get_nearest_part(multi-object, object 2) returns the part of the
350 * multi-object 1 which is closest to the second object. 437 * multi-object 1 which is closest to the second object.
351 * If it's not a multi-object, it is returned. 438 * If it's not a multi-object, it is returned.
352 */ 439 */
353 440object *
354object *get_nearest_part(object *op, const object *pl) { 441get_nearest_part (object *op, const object *pl)
442{
355 object *tmp,*closest; 443 object *tmp, *closest;
356 int last_dist,i; 444 int last_dist, i;
445
357 if(op->more==NULL) 446 if (!op->more)
358 return op; 447 return op;
448
359 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 449 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
450 tmp;
451 tmp = tmp->more)
360 if((i=distance(tmp,pl))<last_dist) 452 if ((i = distance (tmp, pl)) < last_dist)
361 closest=tmp,last_dist=i; 453 closest = tmp, last_dist = i;
454
362 return closest; 455 return closest;
363} 456}
364 457
365/* 458/*
366 * Returns the object which has the count-variable equal to the argument. 459 * Returns the object which has the count-variable equal to the argument.
460 * VERRRY slow.
367 */ 461 */
368 462object *
369object *find_object(tag_t i) { 463find_object (tag_t i)
370 object *op; 464{
371 for(op=objects;op!=NULL;op=op->next) 465 for_all_objects (op)
372 if(op->count==i) 466 if (op->count == i)
373 break;
374 return op; 467 return op;
468
469 return 0;
375} 470}
376 471
377/* 472/*
378 * Returns the first object which has a name equal to the argument. 473 * Returns the first object which has a name equal to the argument.
379 * Used only by the patch command, but not all that useful. 474 * Used only by the patch command, but not all that useful.
380 * Enables features like "patch <name-of-other-player> food 999" 475 * Enables features like "patch <name-of-other-player> food 999"
381 */ 476 */
382 477object *
383object *find_object_name(const char *str) { 478find_object_name (const char *str)
384 const char *name=add_string(str); 479{
385 object *op; 480 shstr_cmp str_ (str);
386 for(op=objects;op!=NULL;op=op->next) 481
387 if(op->name==name) 482 if (str_)
388 break; 483 for_all_objects (op)
389 free_string(name); 484 if (op->name == str_)
485 return op;
486
390 return op; 487 return 0;
391} 488}
392
393void free_all_object_data(void) {
394#ifdef MEMORY_DEBUG
395 object *op, *next;
396
397 for (op=free_objects; op!=NULL; ) {
398 next=op->next;
399 free(op);
400 nrofallocobjects--;
401 nroffreeobjects--;
402 op=next;
403 }
404#endif
405 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
406 nrofallocobjects, nroffreeobjects,STARTMAX);
407}
408
409/*
410 * Returns the object which this object marks as being the owner.
411 * A id-scheme is used to avoid pointing to objects which have been
412 * freed and are now reused. If this is detected, the owner is
413 * set to NULL, and NULL is returned.
414 * Changed 2004-02-12 - if the player is setting at the play again
415 * prompt, he is removed, and we don't want to treat him as an owner of
416 * anything, so check removed flag. I don't expect that this should break
417 * anything - once an object is removed, it is basically dead anyways.
418 */
419
420object *get_owner(object *op) {
421 if(op->owner==NULL)
422 return NULL;
423
424 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
425 op->owner->count==op->ownercount)
426 return op->owner;
427
428 op->owner=NULL;
429 op->ownercount=0;
430 return NULL;
431}
432
433void clear_owner(object *op)
434{
435 if (!op) return;
436
437 if (op->owner && op->ownercount == op->owner->count)
438 op->owner->refcount--;
439
440 op->owner = NULL;
441 op->ownercount = 0;
442}
443
444
445 489
446/* 490/*
447 * Sets the owner and sets the skill and exp pointers to owner's current 491 * Sets the owner and sets the skill and exp pointers to owner's current
448 * skill and experience objects. 492 * skill and experience objects.
493 * ACTUALLY NO! investigate! TODO
449 */ 494 */
450void set_owner (object *op, object *owner) 495void
496object::set_owner (object *owner)
451{ 497{
452 if(owner==NULL||op==NULL) 498 // allow objects which own objects
499 if (owner)
500 while (owner->owner)
501 owner = owner->owner;
502
503 if (flag [FLAG_FREED])
504 {
505 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
453 return; 506 return;
507 }
454 508
455 /* next line added to allow objects which own objects */
456 /* Add a check for ownercounts in here, as I got into an endless loop
457 * with the fireball owning a poison cloud which then owned the
458 * fireball. I believe that was caused by one of the objects getting
459 * freed and then another object replacing it. Since the ownercounts
460 * didn't match, this check is valid and I believe that cause is valid.
461 */
462 while (owner->owner && owner!=owner->owner &&
463 owner->ownercount==owner->owner->count) owner=owner->owner;
464
465 /* IF the owner still has an owner, we did not resolve to a final owner.
466 * so lets not add to that.
467 */
468 if (owner->owner) return;
469
470 op->owner=owner; 509 this->owner = owner;
471
472 op->ownercount=owner->count;
473 owner->refcount++;
474
475} 510}
476 511
477/* Set the owner to clone's current owner and set the skill and experience 512int
478 * objects to clone's objects (typically those objects that where the owner's 513object::slottype () const
479 * current skill and experience objects at the time when clone's owner was
480 * set - not the owner's current skill and experience objects).
481 *
482 * Use this function if player created an object (e.g. fire bullet, swarm
483 * spell), and this object creates further objects whose kills should be
484 * accounted for the player's original skill, even if player has changed
485 * skills meanwhile.
486 */
487void copy_owner (object *op, object *clone)
488{ 514{
489 object *owner = get_owner (clone); 515 if (type == SKILL)
490 if (owner == NULL) { 516 {
491 /* players don't have owners - they own themselves. Update 517 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
492 * as appropriate. 518 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
519 }
520 else
521 {
522 if (slot [body_combat].info) return slot_combat;
523 if (slot [body_range ].info) return slot_ranged;
524 }
525
526 return slot_none;
527}
528
529bool
530object::change_weapon (object *ob)
531{
532 if (current_weapon == ob)
533 return true;
534
535 if (chosen_skill)
536 chosen_skill->flag [FLAG_APPLIED] = false;
537
538 current_weapon = ob;
539 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
540
541 if (chosen_skill)
542 chosen_skill->flag [FLAG_APPLIED] = true;
543
544 update_stats ();
545
546 if (ob)
547 {
548 // now check wether any body locations became invalid, in which case
549 // we cannot apply the weapon at the moment.
550 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
551 if (slot[i].used < 0)
493 */ 552 {
494 if (clone->type == PLAYER) owner=clone; 553 current_weapon = chosen_skill = 0;
495 else return; 554 update_stats ();
555
556 new_draw_info_format (NDI_UNIQUE, 0, this,
557 "You try to balance all your items at once, "
558 "but the %s is just too much for your body. "
559 "[You need to unapply some items first.]", &ob->name);
560 return false;
561 }
562
563 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
564 }
565 else
566 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
567
568 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
496 } 569 {
497 set_owner(op, owner); 570 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
571 &name, ob->debug_desc ());
572 return false;
573 }
498 574
499} 575 return true;
500
501/*
502 * Resets vital variables in an object
503 */
504
505void reset_object(object *op) {
506
507 op->name = NULL;
508 op->name_pl = NULL;
509 op->title = NULL;
510 op->race = NULL;
511 op->slaying = NULL;
512 op->skill = NULL;
513 op->msg = NULL;
514 op->materialname = NULL;
515 op->lore = NULL;
516 clear_object(op);
517} 576}
518 577
519/* Zero the key_values on op, decrementing the shared-string 578/* Zero the key_values on op, decrementing the shared-string
520 * refcounts and freeing the links. 579 * refcounts and freeing the links.
521 */ 580 */
581static void
522static void free_key_values(object * op) { 582free_key_values (object *op)
523 key_value * i; 583{
524 key_value * next = NULL; 584 for (key_value *i = op->key_values; i; )
525 585 {
526 if (op->key_values == NULL) return; 586 key_value *next = i->next;
587 delete i;
588
589 i = next;
527 590 }
528 for (i = op->key_values; i != NULL; i = next) { 591
529 /* Store next *first*. */
530 next = i->next;
531
532 if (i->key) FREE_AND_CLEAR_STR(i->key);
533 if (i->value) FREE_AND_CLEAR_STR(i->value);
534 i->next = NULL;
535 free(i);
536 }
537
538 op->key_values = NULL; 592 op->key_values = 0;
539} 593}
540 594
541
542/* 595/*
543 * clear_object() frees everything allocated by an object, and also
544 * clears all variables and flags to default settings.
545 */
546
547void clear_object(object *op) {
548 op->clear ();
549
550 event *evt;
551 event *evt2;
552
553 /* redo this to be simpler/more efficient. Was also seeing
554 * crashes in the old code. Move this to the top - am
555 * seeing periodic crashes in this code, and would like to have
556 * as much info available as possible (eg, object name).
557 */
558 for (evt = op->events; evt; evt=evt2) {
559 evt2 = evt->next;
560
561 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
562 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
563 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
564
565 free(evt);
566 }
567 op->events = NULL;
568
569 free_key_values(op);
570
571 /* the memset will clear all these values for us, but we need
572 * to reduce the refcount on them.
573 */
574 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
575 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
576 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
577 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
578 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
579 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
580 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
581 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
582 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
583
584
585 memset((void*)op, 0, sizeof (object_special));
586 /* Below here, we clear things that are not done by the memset,
587 * or set default values that are not zero.
588 */
589 /* This is more or less true */
590 SET_FLAG(op, FLAG_REMOVED);
591
592
593 op->contr = NULL;
594 op->below=NULL;
595 op->above=NULL;
596 op->inv=NULL;
597 op->events=NULL;
598 op->container=NULL;
599 op->env=NULL;
600 op->more=NULL;
601 op->head=NULL;
602 op->map=NULL;
603 op->refcount=0;
604 op->active_next = NULL;
605 op->active_prev = NULL;
606 /* What is not cleared is next, prev, and count */
607
608 op->expmul=1.0;
609 op->face = blank_face;
610 op->attacked_by_count = (tag_t) -1;
611 if (settings.casting_time)
612 op->casting_time = -1;
613
614}
615
616/*
617 * copy object first frees everything allocated by the second object, 596 * copy_to first frees everything allocated by the dst object,
618 * and then copies the contends of the first object into the second 597 * and then copies the contents of itself into the second
619 * object, allocating what needs to be allocated. Basically, any 598 * object, allocating what needs to be allocated. Basically, any
620 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 599 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
621 * if the first object is freed, the pointers in the new object 600 * if the first object is freed, the pointers in the new object
622 * will point at garbage. 601 * will point at garbage.
623 */ 602 */
603void
604object::copy_to (object *dst)
605{
606 dst->remove ();
607 *(object_copy *)dst = *this;
608 dst->flag [FLAG_REMOVED] = true;
624 609
625void copy_object(object *op2, object *op) {
626 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
627 event *evt, *evt2, *evt_new;
628
629 op->clear ();
630
631 /* Decrement the refcounts, but don't bother zeroing the fields;
632 they'll be overwritten by memcpy. */
633 if(op->name!=NULL) free_string(op->name);
634 if(op->name_pl!=NULL) free_string(op->name_pl);
635 if(op->title!=NULL) free_string(op->title);
636 if(op->race!=NULL) free_string(op->race);
637 if(op->slaying!=NULL) free_string(op->slaying);
638 if(op->skill!=NULL) free_string(op->skill);
639 if(op->msg!=NULL) free_string(op->msg);
640 if(op->lore!=NULL) free_string(op->lore);
641 if(op->materialname != NULL) free_string(op->materialname);
642 if(op->custom_name != NULL) free_string(op->custom_name);
643
644 /* Basically, same code as from clear_object() */
645 for (evt = op->events; evt; evt=evt2) {
646 evt2 = evt->next;
647
648 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
649 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
650 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
651
652 free(evt);
653 }
654 op->events = NULL;
655
656 free_key_values(op);
657
658 *(object_special *)op = *(object_special *)op2;
659 op2->clone (op);
660
661 if(is_freed) SET_FLAG(op,FLAG_FREED);
662 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
663 if(op->name!=NULL) add_refcount(op->name);
664 if(op->name_pl!=NULL) add_refcount(op->name_pl);
665 if(op->title!=NULL) add_refcount(op->title);
666 if(op->race!=NULL) add_refcount(op->race);
667 if(op->slaying!=NULL) add_refcount(op->slaying);
668 if(op->skill!=NULL) add_refcount(op->skill);
669 if(op->lore!=NULL) add_refcount(op->lore);
670 if(op->msg!=NULL) add_refcount(op->msg);
671 if(op->custom_name!=NULL) add_refcount(op->custom_name);
672 if (op->materialname != NULL) add_refcount(op->materialname);
673
674 if((op2->speed<0) && !editor)
675 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
676
677 /* Copy over event information */
678 evt2 = NULL;
679 for (evt = op2->events; evt; evt=evt->next) {
680 evt_new = (event *) malloc(sizeof(event));
681 memcpy(evt_new, evt, sizeof(event));
682 if (evt_new->hook) add_refcount(evt_new->hook);
683 if (evt_new->plugin) add_refcount(evt_new->plugin);
684 if (evt_new->options) add_refcount(evt_new->options);
685 evt_new->next = NULL;
686
687 /* Try to be a little clever here, and store away the
688 * last event we copied, so that its simpler to update the
689 * pointer.
690 */
691 if (evt2)
692 evt2->next = evt_new;
693 else
694 op->events = evt_new;
695
696 evt2 = evt_new;
697 }
698 /* Copy over key_values, if any. */ 610 /* Copy over key_values, if any. */
699 if (op2->key_values != NULL) { 611 if (key_values)
612 {
700 key_value * tail = NULL; 613 key_value *tail = 0;
701 key_value * i;
702
703 op->key_values = NULL; 614 dst->key_values = 0;
704 615
705 for (i = op2->key_values; i != NULL; i = i->next) { 616 for (key_value *i = key_values; i; i = i->next)
706 key_value * new_link = (key_value *) malloc(sizeof(key_value)); 617 {
618 key_value *new_link = new key_value;
707 619
708 new_link->next = NULL; 620 new_link->next = 0;
709 new_link->key = add_refcount(i->key); 621 new_link->key = i->key;
710 if (i->value)
711 new_link->value = add_refcount(i->value); 622 new_link->value = i->value;
712 else
713 new_link->value = NULL;
714 623
715 /* Try and be clever here, too. */ 624 /* Try and be clever here, too. */
716 if (op->key_values == NULL) { 625 if (!dst->key_values)
626 {
717 op->key_values = new_link; 627 dst->key_values = new_link;
718 tail = new_link; 628 tail = new_link;
629 }
719 } else { 630 else
631 {
720 tail->next = new_link; 632 tail->next = new_link;
721 tail = new_link; 633 tail = new_link;
722 } 634 }
723 } 635 }
724 } 636 }
725 637
726 update_ob_speed(op); 638 if (speed < 0)
727} 639 dst->speed_left -= rndm ();
728 640
729/* 641 dst->activate ();
730 * expand_objects() allocates more objects for the list of unused objects.
731 * It is called from get_object() if the unused list is empty.
732 */
733
734void expand_objects(void) {
735 int i;
736 object *obj;
737 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object));
738
739 if(obj==NULL)
740 fatal(OUT_OF_MEMORY);
741 free_objects=obj;
742 obj[0].prev=NULL;
743 obj[0].next= &obj[1],
744 SET_FLAG(&(obj[0]), FLAG_REMOVED);
745 SET_FLAG(&(obj[0]), FLAG_FREED);
746
747 for(i=1;i<OBJ_EXPAND-1;i++) {
748 obj[i].next= &obj[i+1],
749 obj[i].prev= &obj[i-1],
750 SET_FLAG(&(obj[i]), FLAG_REMOVED);
751 SET_FLAG(&(obj[i]), FLAG_FREED);
752 }
753 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
754 obj[OBJ_EXPAND-1].next=NULL,
755 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
756 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
757
758 nrofallocobjects += OBJ_EXPAND;
759 nroffreeobjects += OBJ_EXPAND;
760} 642}
761 643
762/* 644void
763 * get_object() grabs an object from the list of unused objects, makes 645object::instantiate ()
764 * sure it is initialised, and returns it. 646{
765 * If there are no free objects, expand_objects() is called to get more. 647 if (!uuid.seq) // HACK
766 */ 648 uuid = UUID::gen ();
767 649
768object *get_object(void) { 650 speed_left = -0.1f;
769 object *op; 651 /* copy the body_info to the body_used - this is only really
770 652 * need for monsters, but doesn't hurt to do it for everything.
771 if(free_objects==NULL) { 653 * by doing so, when a monster is created, it has good starting
772 expand_objects(); 654 * values for the body_used info, so when items are created
773 } 655 * for it, they can be properly equipped.
774 op=free_objects;
775#ifdef MEMORY_DEBUG
776 /* The idea is hopefully by doing a realloc, the memory
777 * debugging program will now use the current stack trace to
778 * report leaks.
779 */ 656 */
780 op = realloc(op, sizeof(object)); 657 for (int i = NUM_BODY_LOCATIONS; i--; )
781 SET_FLAG(op, FLAG_REMOVED); 658 slot[i].used = slot[i].info;
782 SET_FLAG(op, FLAG_FREED);
783#endif
784 659
785 if(!QUERY_FLAG(op,FLAG_FREED)) { 660 attachable::instantiate ();
786 LOG(llevError,"Fatal: Getting busy object.\n"); 661}
787 } 662
788 free_objects=op->next; 663object *
789 if(free_objects!=NULL) 664object::clone ()
790 free_objects->prev=NULL; 665{
791 op->count= ++ob_count; 666 object *neu = create ();
792 op->name=NULL; 667 copy_to (neu);
793 op->name_pl=NULL; 668 neu->map = map; // not copied by copy_to
794 op->title=NULL;
795 op->race=NULL;
796 op->slaying=NULL;
797 op->skill = NULL;
798 op->lore=NULL;
799 op->msg=NULL;
800 op->materialname=NULL;
801 op->next=objects;
802 op->prev=NULL;
803 op->active_next = NULL;
804 op->active_prev = NULL;
805 if(objects!=NULL)
806 objects->prev=op;
807 objects=op;
808 clear_object(op);
809 SET_FLAG(op,FLAG_REMOVED);
810 nroffreeobjects--;
811 return op; 669 return neu;
812} 670}
813 671
814/* 672/*
815 * If an object with the IS_TURNABLE() flag needs to be turned due 673 * If an object with the IS_TURNABLE() flag needs to be turned due
816 * to the closest player being on the other side, this function can 674 * to the closest player being on the other side, this function can
817 * be called to update the face variable, _and_ how it looks on the map. 675 * be called to update the face variable, _and_ how it looks on the map.
818 */ 676 */
819 677void
820void update_turn_face(object *op) { 678update_turn_face (object *op)
679{
821 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 680 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
822 return; 681 return;
682
823 SET_ANIMATION(op, op->direction); 683 SET_ANIMATION (op, op->direction);
824 update_object(op,UP_OBJ_FACE); 684 update_object (op, UP_OBJ_FACE);
825} 685}
826 686
827/* 687/*
828 * Updates the speed of an object. If the speed changes from 0 to another 688 * Updates the speed of an object. If the speed changes from 0 to another
829 * value, or vice versa, then add/remove the object from the active list. 689 * value, or vice versa, then add/remove the object from the active list.
830 * This function needs to be called whenever the speed of an object changes. 690 * This function needs to be called whenever the speed of an object changes.
831 */ 691 */
832 692void
833void update_ob_speed(object *op) { 693object::set_speed (float speed)
834 extern int arch_init; 694{
835 695 if (flag [FLAG_FREED] && speed)
836 /* No reason putting the archetypes objects on the speed list, 696 {
837 * since they never really need to be updated.
838 */
839
840 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
841 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 697 LOG (llevError, "Object %s is freed but has speed.\n", &name);
842#ifdef MANY_CORES
843 abort();
844#else
845 op->speed = 0; 698 speed = 0;
846#endif
847 } 699 }
848 if (arch_init) {
849 return;
850 }
851 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
852 /* If already on active list, don't do anything */
853 if (op->active_next || op->active_prev || op==active_objects)
854 return;
855 700
856 /* process_events() expects us to insert the object at the beginning 701 this->speed = speed;
857 * of the list. */ 702
858 op->active_next = active_objects; 703 if (has_active_speed ())
859 if (op->active_next!=NULL) 704 activate ();
860 op->active_next->active_prev = op;
861 active_objects = op;
862 }
863 else { 705 else
864 /* If not on the active list, nothing needs to be done */ 706 deactivate ();
865 if (!op->active_next && !op->active_prev && op!=active_objects)
866 return;
867
868 if (op->active_prev==NULL) {
869 active_objects = op->active_next;
870 if (op->active_next!=NULL)
871 op->active_next->active_prev = NULL;
872 }
873 else {
874 op->active_prev->active_next = op->active_next;
875 if (op->active_next)
876 op->active_next->active_prev = op->active_prev;
877 }
878 op->active_next = NULL;
879 op->active_prev = NULL;
880 }
881} 707}
882 708
883/* This function removes object 'op' from the list of active
884 * objects.
885 * This should only be used for style maps or other such
886 * reference maps where you don't want an object that isn't
887 * in play chewing up cpu time getting processed.
888 * The reverse of this is to call update_ob_speed, which
889 * will do the right thing based on the speed of the object.
890 */
891void remove_from_active_list(object *op)
892{
893 /* If not on the active list, nothing needs to be done */
894 if (!op->active_next && !op->active_prev && op!=active_objects)
895 return;
896
897 if (op->active_prev==NULL) {
898 active_objects = op->active_next;
899 if (op->active_next!=NULL)
900 op->active_next->active_prev = NULL;
901 }
902 else {
903 op->active_prev->active_next = op->active_next;
904 if (op->active_next)
905 op->active_next->active_prev = op->active_prev;
906 }
907 op->active_next = NULL;
908 op->active_prev = NULL;
909}
910
911/* 709/*
912 * update_object() updates the array which represents the map. 710 * update_object() updates the the map.
913 * It takes into account invisible objects (and represent squares covered 711 * It takes into account invisible objects (and represent squares covered
914 * by invisible objects by whatever is below them (unless it's another 712 * by invisible objects by whatever is below them (unless it's another
915 * invisible object, etc...) 713 * invisible object, etc...)
916 * If the object being updated is beneath a player, the look-window 714 * If the object being updated is beneath a player, the look-window
917 * of that player is updated (this might be a suboptimal way of 715 * of that player is updated (this might be a suboptimal way of
918 * updating that window, though, since update_object() is called _often_) 716 * updating that window, though, since update_object() is called _often_)
919 * 717 *
920 * action is a hint of what the caller believes need to be done. 718 * action is a hint of what the caller believes need to be done.
921 * For example, if the only thing that has changed is the face (due to
922 * an animation), we don't need to call update_position until that actually
923 * comes into view of a player. OTOH, many other things, like addition/removal
924 * of walls or living creatures may need us to update the flags now.
925 * current action are: 719 * current action are:
926 * UP_OBJ_INSERT: op was inserted 720 * UP_OBJ_INSERT: op was inserted
927 * UP_OBJ_REMOVE: op was removed 721 * UP_OBJ_REMOVE: op was removed
928 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 722 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
929 * as that is easier than trying to look at what may have changed. 723 * as that is easier than trying to look at what may have changed.
930 * UP_OBJ_FACE: only the objects face has changed. 724 * UP_OBJ_FACE: only the objects face has changed.
931 */ 725 */
932 726void
933void update_object(object *op, int action) { 727update_object (object *op, int action)
934 int update_now=0, flags; 728{
935 MoveType move_on, move_off, move_block, move_slow; 729 if (!op)
936 730 {
937 if (op == NULL) {
938 /* this should never happen */ 731 /* this should never happen */
939 LOG(llevDebug,"update_object() called for NULL object.\n"); 732 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
940 return; 733 return;
941 }
942 734 }
943 if(op->env!=NULL) { 735
736 if (!op->is_on_map ())
737 {
944 /* Animation is currently handled by client, so nothing 738 /* Animation is currently handled by client, so nothing
945 * to do in this case. 739 * to do in this case.
946 */ 740 */
947 return; 741 return;
948 }
949
950 /* If the map is saving, don't do anything as everything is
951 * going to get freed anyways.
952 */
953 if (!op->map || op->map->in_memory == MAP_SAVING) return;
954 742 }
743
955 /* make sure the object is within map boundaries */ 744 /* make sure the object is within map boundaries */
956 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 745 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
957 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 746 {
958 LOG(llevError,"update_object() called for object out of map!\n"); 747 LOG (llevError, "update_object() called for object out of map!\n");
959#ifdef MANY_CORES 748#ifdef MANY_CORES
960 abort(); 749 abort ();
961#endif 750#endif
962 return; 751 return;
963 }
964 752 }
965 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
966 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
967 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
968 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
969 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
970 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
971 753
754 mapspace &m = op->ms ();
755
756 if (!(m.flags_ & P_UPTODATE))
757 /* nop */;
972 if (action == UP_OBJ_INSERT) { 758 else if (action == UP_OBJ_INSERT)
759 {
760 // this is likely overkill, TODO: revisit (schmorp)
973 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 761 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
974 update_now=1;
975
976 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 762 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
977 update_now=1; 763 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
978 764 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
765 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
979 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 766 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
980 update_now=1; 767 || (m.move_on | op->move_on ) != m.move_on
981
982 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
983 update_now=1;
984
985 if ((move_on | op->move_on) != move_on) update_now=1;
986 if ((move_off | op->move_off) != move_off) update_now=1; 768 || (m.move_off | op->move_off ) != m.move_off
769 || (m.move_slow | op->move_slow) != m.move_slow
987 /* This isn't perfect, but I don't expect a lot of objects to 770 /* This isn't perfect, but I don't expect a lot of objects to
988 * to have move_allow right now. 771 * have move_allow right now.
989 */ 772 */
990 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 773 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
991 update_now=1; 774 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
992 if ((move_slow | op->move_slow) != move_slow) update_now=1; 775 m.flags_ = 0;
993 } 776 }
994 /* if the object is being removed, we can't make intelligent 777 /* if the object is being removed, we can't make intelligent
995 * decisions, because remove_ob can't really pass the object 778 * decisions, because remove_ob can't really pass the object
996 * that is being removed. 779 * that is being removed.
997 */ 780 */
998 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 781 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
999 update_now=1; 782 m.flags_ = 0;
1000 } else if (action == UP_OBJ_FACE) { 783 else if (action == UP_OBJ_FACE)
1001 /* Nothing to do for that case */ 784 /* Nothing to do for that case */ ;
1002 }
1003 else { 785 else
1004 LOG(llevError,"update_object called with invalid action: %d\n", action); 786 LOG (llevError, "update_object called with invalid action: %d\n", action);
1005 }
1006 787
1007 if (update_now) {
1008 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1009 update_position(op->map, op->x, op->y);
1010 }
1011
1012 if(op->more!=NULL) 788 if (op->more)
1013 update_object(op->more, action); 789 update_object (op->more, action);
1014} 790}
1015 791
792object::object ()
793{
794 SET_FLAG (this, FLAG_REMOVED);
1016 795
1017/* 796 expmul = 1.0;
1018 * free_object() frees everything allocated by an object, removes 797 face = blank_face;
1019 * it from the list of used objects, and puts it on the list of
1020 * free objects. The IS_FREED() flag is set in the object.
1021 * The object must have been removed by remove_ob() first for
1022 * this function to succeed.
1023 *
1024 * If free_inventory is set, free inventory as well. Else drop items in
1025 * inventory to the ground.
1026 */
1027
1028void free_object(object *ob) {
1029 free_object2(ob, 0);
1030} 798}
1031void free_object2(object *ob, int free_inventory) {
1032 object *tmp,*op;
1033 799
1034 ob->clear (); 800object::~object ()
801{
802 unlink ();
1035 803
1036 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 804 free_key_values (this);
1037 LOG(llevDebug,"Free object called with non removed object\n"); 805}
1038 dump_object(ob); 806
1039#ifdef MANY_CORES 807static int object_count;
1040 abort(); 808
1041#endif 809void object::link ()
1042 } 810{
1043 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 811 assert (!index);//D
1044 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 812 uuid = UUID::gen ();
1045 remove_friendly_object(ob); 813 count = ++object_count;
1046 } 814
1047 if(QUERY_FLAG(ob,FLAG_FREED)) { 815 refcnt_inc ();
1048 dump_object(ob); 816 objects.insert (this);
1049 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 817}
818
819void object::unlink ()
820{
821 if (!index)
1050 return; 822 return;
823
824 objects.erase (this);
825 refcnt_dec ();
826}
827
828void
829object::activate ()
830{
831 /* If already on active list, don't do anything */
832 if (active)
833 return;
834
835 if (has_active_speed () && flag [FLAG_FREED]) LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
836 if (has_active_speed () && flag [FLAG_DEBUG]) LOG (llevError | logBacktrace, "BUG: tried to activate DEBUG object %s\n", debug_desc ());//D temp
837
838 if (has_active_speed ())
839 actives.insert (this);
840}
841
842void
843object::activate_recursive ()
844{
845 activate ();
846
847 for (object *op = inv; op; op = op->below)
848 op->activate_recursive ();
849}
850
851/* This function removes object 'op' from the list of active
852 * objects.
853 * This should only be used for style maps or other such
854 * reference maps where you don't want an object that isn't
855 * in play chewing up cpu time getting processed.
856 * The reverse of this is to call update_ob_speed, which
857 * will do the right thing based on the speed of the object.
858 */
859void
860object::deactivate ()
861{
862 /* If not on the active list, nothing needs to be done */
863 if (!active)
864 return;
865
866 actives.erase (this);
867}
868
869void
870object::deactivate_recursive ()
871{
872 for (object *op = inv; op; op = op->below)
873 op->deactivate_recursive ();
874
875 deactivate ();
876}
877
878void
879object::set_flag_inv (int flag, int value)
880{
881 for (object *op = inv; op; op = op->below)
1051 } 882 {
1052 if(ob->more!=NULL) { 883 op->flag [flag] = value;
1053 free_object2(ob->more, free_inventory); 884 op->set_flag_inv (flag, value);
1054 ob->more=NULL;
1055 } 885 }
1056 if (ob->inv) { 886}
887
888/*
889 * Remove and free all objects in the inventory of the given object.
890 * object.c ?
891 */
892void
893object::destroy_inv (bool drop_to_ground)
894{
895 // need to check first, because the checks below might segfault
896 // as we might be on an invalid mapspace and crossfire code
897 // is too buggy to ensure that the inventory is empty.
898 // corollary: if you create arrows etc. with stuff in its inventory,
899 // cf will crash below with off-map x and y
900 if (!inv)
901 return;
902
1057 /* Only if the space blocks everything do we not process - 903 /* Only if the space blocks everything do we not process -
1058 * if some form of movemnt is allowed, let objects 904 * if some form of movement is allowed, let objects
1059 * drop on that space. 905 * drop on that space.
1060 */ 906 */
1061 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 907 if (!drop_to_ground
1062 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 908 || !map
909 || map->in_memory != MAP_ACTIVE
910 || map->no_drop
911 || ms ().move_block == MOVE_ALL)
912 {
913 while (inv)
914 inv->destroy ();
915 }
916 else
917 { /* Put objects in inventory onto this space */
918 while (inv)
1063 { 919 {
1064 op=ob->inv; 920 object *op = inv;
1065 while(op!=NULL) { 921
1066 tmp=op->below; 922 if (op->flag [FLAG_STARTEQUIP]
1067 remove_ob(op); 923 || op->flag [FLAG_NO_DROP]
1068 free_object2(op, free_inventory); 924 || op->type == RUNE
1069 op=tmp; 925 || op->type == TRAP
1070 } 926 || op->flag [FLAG_IS_A_TEMPLATE]
927 || op->flag [FLAG_DESTROY_ON_DEATH])
928 op->destroy ();
929 else
930 map->insert (op, x, y);
1071 } 931 }
1072 else { /* Put objects in inventory onto this space */
1073 op=ob->inv;
1074 while(op!=NULL) {
1075 tmp=op->below;
1076 remove_ob(op);
1077 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) ||
1078 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
1079 free_object(op);
1080 else {
1081 op->x=ob->x;
1082 op->y=ob->y;
1083 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */
1084 }
1085 op=tmp;
1086 }
1087 }
1088 }
1089 /* Remove object from the active list */
1090 ob->speed = 0;
1091 update_ob_speed(ob);
1092
1093 SET_FLAG(ob, FLAG_FREED);
1094 ob->count = 0;
1095
1096 /* Remove this object from the list of used objects */
1097 if(ob->prev==NULL) {
1098 objects=ob->next;
1099 if(objects!=NULL)
1100 objects->prev=NULL;
1101 }
1102 else {
1103 ob->prev->next=ob->next;
1104 if(ob->next!=NULL)
1105 ob->next->prev=ob->prev;
1106 }
1107
1108 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1109 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1110 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1111 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1112 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1113 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1114 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1115 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1116 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1117
1118 932 }
1119 /* Why aren't events freed? */
1120 free_key_values(ob);
1121
1122#if 0 /* MEMORY_DEBUG*/
1123 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1124 * presumes the freed_object will stick around for at least a little
1125 * bit
1126 */
1127 /* this is necessary so that memory debugging programs will
1128 * be able to accurately report source of malloc. If we recycle
1129 * objects, then some other area may be doing the get_object
1130 * and not freeing it, but the original one that malloc'd the
1131 * object will get the blame.
1132 */
1133 free(ob);
1134#else
1135
1136 /* Now link it with the free_objects list: */
1137 ob->prev=NULL;
1138 ob->next=free_objects;
1139 if(free_objects!=NULL)
1140 free_objects->prev=ob;
1141 free_objects=ob;
1142 nroffreeobjects++;
1143#endif
1144} 933}
1145 934
1146/* 935object *object::create ()
1147 * count_free() returns the number of objects on the list of free objects. 936{
1148 */
1149
1150int count_free(void) {
1151 int i=0;
1152 object *tmp=free_objects; 937 object *op = new object;
1153 while(tmp!=NULL) 938 op->link ();
1154 tmp=tmp->next, i++;
1155 return i; 939 return op;
1156} 940}
1157 941
1158/* 942static struct freed_map : maptile
1159 * count_used() returns the number of objects on the list of used objects. 943{
1160 */ 944 freed_map ()
945 {
946 path = "<freed objects map>";
947 name = "/internal/freed_objects_map";
948 width = 3;
949 height = 3;
950 no_drop = 1;
951 no_reset = 1;
1161 952
1162int count_used(void) { 953 alloc ();
1163 int i=0; 954 in_memory = MAP_ACTIVE;
1164 object *tmp=objects;
1165 while(tmp!=NULL)
1166 tmp=tmp->next, i++;
1167 return i;
1168}
1169
1170/*
1171 * count_active() returns the number of objects on the list of active objects.
1172 */
1173
1174int count_active(void) {
1175 int i=0;
1176 object *tmp=active_objects;
1177 while(tmp!=NULL)
1178 tmp=tmp->active_next, i++;
1179 return i;
1180}
1181
1182/*
1183 * sub_weight() recursively (outwards) subtracts a number from the
1184 * weight of an object (and what is carried by it's environment(s)).
1185 */
1186
1187void sub_weight (object *op, signed long weight) {
1188 while (op != NULL) {
1189 if (op->type == CONTAINER) {
1190 weight=(signed long)(weight*(100-op->stats.Str)/100);
1191 }
1192 op->carrying-=weight;
1193 op = op->env;
1194 } 955 }
1195}
1196 956
1197/* remove_ob(op): 957 ~freed_map ()
958 {
959 destroy ();
960 }
961} freed_map; // freed objects are moved here to avoid crashes
962
963void
964object::do_destroy ()
965{
966 if (flag [FLAG_IS_LINKED])
967 remove_button_link (this);
968
969 if (flag [FLAG_FRIENDLY])
970 remove_friendly_object (this);
971
972 remove ();
973
974 attachable::do_destroy ();
975
976 deactivate ();
977 unlink ();
978
979 flag [FLAG_FREED] = 1;
980
981 // hack to ensure that freed objects still have a valid map
982 map = &freed_map;
983 x = 1;
984 y = 1;
985
986 if (more)
987 {
988 more->destroy ();
989 more = 0;
990 }
991
992 head = 0;
993
994 // clear those pointers that likely might cause circular references
995 owner = 0;
996 enemy = 0;
997 attacked_by = 0;
998 current_weapon = 0;
999}
1000
1001void
1002object::destroy ()
1003{
1004 if (destroyed ())
1005 return;
1006
1007 if (!is_head () && !head->destroyed ())
1008 {
1009 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1010 head->destroy ();
1011 return;
1012 }
1013
1014 destroy_inv (false);
1015
1016 if (is_head ())
1017 if (sound_destroy)
1018 play_sound (sound_destroy);
1019 else if (flag [FLAG_MONSTER])
1020 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1021
1022 attachable::destroy ();
1023}
1024
1025/* op->remove ():
1198 * This function removes the object op from the linked list of objects 1026 * This function removes the object op from the linked list of objects
1199 * which it is currently tied to. When this function is done, the 1027 * which it is currently tied to. When this function is done, the
1200 * object will have no environment. If the object previously had an 1028 * object will have no environment. If the object previously had an
1201 * environment, the x and y coordinates will be updated to 1029 * environment, the x and y coordinates will be updated to
1202 * the previous environment. 1030 * the previous environment.
1203 * Beware: This function is called from the editor as well!
1204 */ 1031 */
1205 1032void
1206void remove_ob(object *op) { 1033object::do_remove ()
1034{
1207 object *tmp,*last=NULL; 1035 object *tmp, *last = 0;
1208 object *otmp; 1036 object *otmp;
1209 tag_t tag;
1210 int check_walk_off;
1211 mapstruct *m;
1212 sint16 x,y;
1213
1214 1037
1215 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1038 if (flag [FLAG_REMOVED])
1216 dump_object(op); 1039 return;
1217 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1218 1040
1219 /* Changed it to always dump core in this case. As has been learned 1041 INVOKE_OBJECT (REMOVE, this);
1220 * in the past, trying to recover from errors almost always
1221 * make things worse, and this is a real error here - something
1222 * that should not happen.
1223 * Yes, if this was a mission critical app, trying to do something
1224 * to recover may make sense, but that is because failure of the app
1225 * may have other disastrous problems. Cf runs out of a script
1226 * so is easily enough restarted without any real problems.
1227 * MSW 2001-07-01
1228 */
1229 abort();
1230 }
1231 if(op->more!=NULL)
1232 remove_ob(op->more);
1233 1042
1234 SET_FLAG(op, FLAG_REMOVED); 1043 flag [FLAG_REMOVED] = true;
1235 1044
1045 if (more)
1046 more->remove ();
1047
1236 /* 1048 /*
1237 * In this case, the object to be removed is in someones 1049 * In this case, the object to be removed is in someones
1238 * inventory. 1050 * inventory.
1051 */
1052 if (env)
1053 {
1054 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1055 if (object *pl = visible_to ())
1056 esrv_del_item (pl->contr, count);
1057 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1058
1059 adjust_weight (env, -total_weight ());
1060
1061 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do.
1239 */ 1064 */
1240 if(op->env!=NULL) { 1065 map = env->map;
1241 if(op->nrof) 1066 x = env->x;
1242 sub_weight(op->env, op->weight*op->nrof); 1067 y = env->y;
1243 else
1244 sub_weight(op->env, op->weight+op->carrying);
1245 1068
1069 // make sure cmov optimisation is applicable
1070 *(above ? &above->below : &env->inv) = below;
1071 *(below ? &below->above : &above ) = above; // &above is just a dummy
1072
1073 above = 0;
1074 below = 0;
1075 env = 0;
1076
1246 /* NO_FIX_PLAYER is set when a great many changes are being 1077 /* NO_FIX_PLAYER is set when a great many changes are being
1247 * made to players inventory. If set, avoiding the call 1078 * made to players inventory. If set, avoiding the call
1248 * to save cpu time. 1079 * to save cpu time.
1249 */ 1080 */
1250 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1081 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1251 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1082 otmp->update_stats ();
1252 fix_player(otmp); 1083 }
1084 else if (map)
1085 {
1086 map->dirty = true;
1087 mapspace &ms = this->ms ();
1253 1088
1254 if(op->above!=NULL) 1089 if (object *pl = ms.player ())
1255 op->above->below=op->below;
1256 else
1257 op->env->inv=op->below;
1258
1259 if(op->below!=NULL)
1260 op->below->above=op->above;
1261
1262 /* we set up values so that it could be inserted into
1263 * the map, but we don't actually do that - it is up
1264 * to the caller to decide what we want to do.
1265 */ 1090 {
1266 op->x=op->env->x,op->y=op->env->y; 1091 if (type == PLAYER) // this == pl(!)
1267 op->ox=op->x,op->oy=op->y; 1092 {
1268 op->map=op->env->map; 1093 // leaving a spot always closes any open container on the ground
1269 op->above=NULL,op->below=NULL; 1094 if (container && !container->env)
1270 op->env=NULL; 1095 // this causes spurious floorbox updates, but it ensures
1096 // that the CLOSE event is being sent.
1097 close_container ();
1098
1099 --map->players;
1100 map->touch ();
1101 }
1102 else if (pl->container == this)
1103 {
1104 // removing a container should close it
1105 close_container ();
1106 }
1107
1108 esrv_del_item (pl->contr, count);
1109 }
1110
1111 /* link the object above us */
1112 // re-link, make sure compiler can easily use cmove
1113 *(above ? &above->below : &ms.top) = below;
1114 *(below ? &below->above : &ms.bot) = above;
1115
1116 above = 0;
1117 below = 0;
1118
1119 ms.flags_ = 0;
1120
1121 if (map->in_memory == MAP_SAVING)
1271 return; 1122 return;
1272 }
1273 1123
1274 /* If we get here, we are removing it from a map */ 1124 int check_walk_off = !flag [FLAG_NO_APPLY];
1275 if (op->map == NULL) return;
1276 1125
1277 x = op->x; 1126 if (object *pl = ms.player ())
1278 y = op->y;
1279 m = get_map_from_coord(op->map, &x, &y);
1280
1281 if (!m) {
1282 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1283 op->map->path, op->x, op->y);
1284 /* in old days, we used to set x and y to 0 and continue.
1285 * it seems if we get into this case, something is probablye
1286 * screwed up and should be fixed.
1287 */
1288 abort();
1289 }
1290 if (op->map != m) {
1291 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1292 op->map->path, m->path, op->x, op->y, x, y);
1293 }
1294
1295 /* Re did the following section of code - it looks like it had
1296 * lots of logic for things we no longer care about
1297 */
1298
1299 /* link the object above us */
1300 if (op->above)
1301 op->above->below=op->below;
1302 else
1303 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1304
1305 /* Relink the object below us, if there is one */
1306 if(op->below) {
1307 op->below->above=op->above;
1308 } else {
1309 /* Nothing below, which means we need to relink map object for this space
1310 * use translated coordinates in case some oddness with map tiling is
1311 * evident
1312 */
1313 if(GET_MAP_OB(m,x,y)!=op) {
1314 dump_object(op);
1315 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1316 dump_object(GET_MAP_OB(m,x,y));
1317 LOG(llevError,"%s\n",errmsg);
1318 } 1127 {
1319 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */ 1128 if (pl->container == this)
1320 }
1321 op->above=NULL;
1322 op->below=NULL;
1323
1324 if (op->map->in_memory == MAP_SAVING)
1325 return;
1326
1327 tag = op->count;
1328 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1329 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1330 /* No point updating the players look faces if he is the object
1331 * being removed.
1332 */
1333
1334 if(tmp->type==PLAYER && tmp!=op) {
1335 /* If a container that the player is currently using somehow gets 1129 /* If a container that the player is currently using somehow gets
1336 * removed (most likely destroyed), update the player view 1130 * removed (most likely destroyed), update the player view
1337 * appropriately. 1131 * appropriately.
1338 */ 1132 */
1339 if (tmp->container==op) { 1133 pl->close_container ();
1340 CLEAR_FLAG(op, FLAG_APPLIED); 1134
1341 tmp->container=NULL; 1135 //TODO: the floorbox prev/next might need updating
1136 //esrv_del_item (pl->contr, count);
1137 //TODO: update floorbox to preserve ordering
1138 if (pl->contr->ns)
1139 pl->contr->ns->floorbox_update ();
1140 }
1141
1142 for (tmp = ms.bot; tmp; tmp = tmp->above)
1143 {
1144 /* No point updating the players look faces if he is the object
1145 * being removed.
1146 */
1147
1148 /* See if object moving off should effect something */
1149 if (check_walk_off
1150 && ((move_type & tmp->move_off)
1151 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1152 {
1153 move_apply (tmp, this, 0);
1154
1155 if (destroyed ())
1156 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1342 } 1157 }
1343 tmp->contr->socket.update_look=1; 1158
1159 last = tmp;
1344 } 1160 }
1345 /* See if player moving off should effect something */
1346 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1347 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1348 1161
1349 move_apply(tmp, op, NULL); 1162 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1350 if (was_destroyed (op, tag)) {
1351 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1352 "leaving object\n", tmp->name, tmp->arch->name);
1353 }
1354 }
1355
1356 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1357
1358 if(tmp->above == tmp)
1359 tmp->above = NULL;
1360 last=tmp;
1361 }
1362 /* last == NULL of there are no objects on this space */
1363 if (last==NULL) {
1364 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1365 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1366 * those out anyways, and if there are any flags set right now, they won't
1367 * be correct anyways.
1368 */
1369 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1370 update_position(op->map, op->x, op->y);
1371 }
1372 else
1373 update_object(last, UP_OBJ_REMOVE);
1374
1375 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1376 update_all_los(op->map, op->x, op->y); 1163 update_all_los (map, x, y);
1377 1164 }
1378} 1165}
1379 1166
1380/* 1167/*
1381 * merge_ob(op,top): 1168 * merge_ob(op,top):
1382 * 1169 *
1383 * This function goes through all objects below and including top, and 1170 * This function goes through all objects below and including top, and
1384 * merges op to the first matching object. 1171 * merges op to the first matching object.
1385 * If top is NULL, it is calculated. 1172 * If top is NULL, it is calculated.
1386 * Returns pointer to object if it succeded in the merge, otherwise NULL 1173 * Returns pointer to object if it succeded in the merge, otherwise NULL
1387 */ 1174 */
1388 1175object *
1389object *merge_ob(object *op, object *top) { 1176merge_ob (object *op, object *top)
1177{
1390 if(!op->nrof) 1178 if (!op->nrof)
1391 return 0; 1179 return 0;
1392 if(top==NULL) 1180
1181 if (!top)
1393 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1182 for (top = op; top && top->above; top = top->above)
1183 ;
1184
1394 for(;top!=NULL;top=top->below) { 1185 for (; top; top = top->below)
1395 if(top==op) 1186 if (object::can_merge (op, top))
1396 continue;
1397 if (CAN_MERGE(op,top))
1398 { 1187 {
1399 top->nrof+=op->nrof; 1188 top->nrof += op->nrof;
1400/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1189
1401 op->weight = 0; /* Don't want any adjustements now */ 1190 if (object *pl = top->visible_to ())
1402 remove_ob(op); 1191 esrv_update_item (UPD_NROF, pl, top);
1403 free_object(op); 1192
1193 op->weight = 0; // cancel the addition above
1194 op->carrying = 0; // must be 0 already
1195
1196 op->destroy ();
1197
1404 return top; 1198 return top;
1405 } 1199 }
1406 } 1200
1407 return NULL; 1201 return 0;
1408} 1202}
1409 1203
1204void
1205object::expand_tail ()
1206{
1207 if (more)
1208 return;
1209
1210 object *prev = this;
1211
1212 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1213 {
1214 object *op = arch_to_object (at);
1215
1216 op->name = name;
1217 op->name_pl = name_pl;
1218 op->title = title;
1219
1220 op->head = this;
1221 prev->more = op;
1222
1223 prev = op;
1224 }
1225}
1226
1410/* 1227/*
1411 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1228 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1412 * job preparing multi-part monsters 1229 * job preparing multi-part monsters.
1413 */ 1230 */
1231object *
1414object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1232insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1415 object* tmp; 1233{
1416 if (op->head) 1234 op->remove ();
1417 op=op->head; 1235
1418 for (tmp=op;tmp;tmp=tmp->more){ 1236 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1237 {
1419 tmp->x=x+tmp->arch->clone.x; 1238 tmp->x = x + tmp->arch->x;
1420 tmp->y=y+tmp->arch->clone.y; 1239 tmp->y = y + tmp->arch->y;
1421 } 1240 }
1241
1422 return insert_ob_in_map (op, m, originator, flag); 1242 return insert_ob_in_map (op, m, originator, flag);
1423} 1243}
1424 1244
1425/* 1245/*
1426 * insert_ob_in_map (op, map, originator, flag): 1246 * insert_ob_in_map (op, map, originator, flag):
1427 * This function inserts the object in the two-way linked list 1247 * This function inserts the object in the two-way linked list
1440 * Return value: 1260 * Return value:
1441 * new object if 'op' was merged with other object 1261 * new object if 'op' was merged with other object
1442 * NULL if 'op' was destroyed 1262 * NULL if 'op' was destroyed
1443 * just 'op' otherwise 1263 * just 'op' otherwise
1444 */ 1264 */
1445 1265object *
1446object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1266insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1447{ 1267{
1448 object *tmp, *top, *floor=NULL; 1268 op->remove ();
1449 sint16 x,y;
1450 1269
1451 if (QUERY_FLAG (op, FLAG_FREED)) { 1270 if (m == &freed_map)//D TODO: remove soon
1452 LOG (llevError, "Trying to insert freed object!\n"); 1271 {//D
1453 return NULL; 1272 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1273 }//D
1274
1275 /* Ideally, the caller figures this out. However, it complicates a lot
1276 * of areas of callers (eg, anything that uses find_free_spot would now
1277 * need extra work
1278 */
1279 if (!xy_normalise (m, op->x, op->y))
1454 } 1280 {
1455 if(m==NULL) { 1281 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1456 dump_object(op);
1457 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1458 return op; 1282 return 0;
1459 } 1283 }
1460 if(out_of_map(m,op->x,op->y)) { 1284
1461 dump_object(op); 1285 if (object *more = op->more)
1462 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1286 if (!insert_ob_in_map (more, m, originator, flag))
1463#ifdef MANY_CORES
1464 /* Better to catch this here, as otherwise the next use of this object
1465 * is likely to cause a crash. Better to find out where it is getting
1466 * improperly inserted.
1467 */
1468 abort();
1469#endif
1470 return op; 1287 return 0;
1471 }
1472 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1473 dump_object(op);
1474 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1475 return op;
1476 }
1477 if(op->more!=NULL) {
1478 /* The part may be on a different map. */
1479 1288
1480 object *more = op->more; 1289 CLEAR_FLAG (op, FLAG_REMOVED);
1481 1290
1482 /* We really need the caller to normalize coordinates - if 1291 op->map = m;
1483 * we set the map, that doesn't work if the location is within 1292 mapspace &ms = op->ms ();
1484 * a map and this is straddling an edge. So only if coordinate 1293
1485 * is clear wrong do we normalize it. 1294 /* this has to be done after we translate the coordinates.
1295 */
1296 if (op->nrof && !(flag & INS_NO_MERGE))
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (object::can_merge (op, tmp))
1486 */ 1299 {
1487 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) { 1300 // TODO: we actually want to update tmp, not op,
1488 /* Debugging information so you can see the last coordinates this object had */ 1301 // but some caller surely breaks when we return tmp
1489 more->ox = more->x; 1302 // from here :/
1490 more->oy = more->y; 1303 op->nrof += tmp->nrof;
1491 more->map = get_map_from_coord(m, &more->x, &more->y); 1304 tmp->destroy ();
1492 } else if (!more->map) {
1493 /* For backwards compatibility - when not dealing with tiled maps,
1494 * more->map should always point to the parent.
1495 */
1496 more->map = m;
1497 } 1305 }
1498 1306
1499 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1307 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1500 if ( ! op->head) 1308 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1501 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1309
1502 return NULL; 1310 if (!QUERY_FLAG (op, FLAG_ALIVE))
1311 CLEAR_FLAG (op, FLAG_NO_STEAL);
1312
1313 if (flag & INS_BELOW_ORIGINATOR)
1314 {
1315 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1316 {
1317 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1318 abort ();
1503 } 1319 }
1320
1321 if (!originator->is_on_map ())
1322 LOG (llevDebug | logBacktrace, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1323 op->debug_desc (), originator->debug_desc ());
1324
1325 op->above = originator;
1326 op->below = originator->below;
1327 originator->below = op;
1328
1329 *(op->below ? &op->below->above : &ms.bot) = op;
1330 }
1331 else
1504 } 1332 {
1505 CLEAR_FLAG(op,FLAG_REMOVED); 1333 object *floor = 0;
1334 object *top = ms.top;
1506 1335
1507 /* Debugging information so you can see the last coordinates this object had */ 1336 /* If there are other objects, then */
1508 op->ox=op->x; 1337 if (top)
1509 op->oy=op->y; 1338 {
1339 /*
1340 * If there are multiple objects on this space, we do some trickier handling.
1341 * We've already dealt with merging if appropriate.
1342 * Generally, we want to put the new object on top. But if
1343 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1344 * floor, we want to insert above that and no further.
1345 * Also, if there are spell objects on this space, we stop processing
1346 * once we get to them. This reduces the need to traverse over all of
1347 * them when adding another one - this saves quite a bit of cpu time
1348 * when lots of spells are cast in one area. Currently, it is presumed
1349 * that flying non pickable objects are spell objects.
1350 */
1351 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1352 {
1353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1354 floor = tmp;
1510 1355
1511 /* Ideally, the caller figures this out. However, it complicates a lot 1356 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1512 * of areas of callers (eg, anything that uses find_free_spot would now 1357 {
1513 * need extra work 1358 /* We insert above top, so we want this object below this */
1514 */ 1359 top = tmp->below;
1515 op->map=get_map_from_coord(m, &op->x, &op->y); 1360 break;
1516 x = op->x; 1361 }
1517 y = op->y;
1518 1362
1519 /* this has to be done after we translate the coordinates. 1363 top = tmp;
1520 */
1521 if(op->nrof && !(flag & INS_NO_MERGE)) {
1522 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above)
1523 if (CAN_MERGE(op,tmp)) {
1524 op->nrof+=tmp->nrof;
1525 remove_ob(tmp);
1526 free_object(tmp);
1527 } 1364 }
1528 }
1529 1365
1530 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1366 /* We let update_position deal with figuring out what the space
1531 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1367 * looks like instead of lots of conditions here.
1532 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1368 * makes things faster, and effectively the same result.
1533 CLEAR_FLAG(op, FLAG_NO_STEAL); 1369 */
1534 1370
1535 if (flag & INS_BELOW_ORIGINATOR) { 1371 /* Have object 'fall below' other objects that block view.
1536 if (originator->map != op->map || originator->x != op->x || 1372 * Unless those objects are exits.
1537 originator->y != op->y) { 1373 * If INS_ON_TOP is used, don't do this processing
1538 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1374 * Need to find the object that in fact blocks view, otherwise
1539 abort(); 1375 * stacking is a bit odd.
1376 */
1377 if (!(flag & INS_ON_TOP)
1378 && ms.flags () & P_BLOCKSVIEW
1379 && (op->face && !faces [op->face].visibility))
1380 {
1381 object *last;
1382
1383 for (last = top; last != floor; last = last->below)
1384 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1385 break;
1386
1387 /* Check to see if we found the object that blocks view,
1388 * and make sure we have a below pointer for it so that
1389 * we can get inserted below this one, which requires we
1390 * set top to the object below us.
1391 */
1392 if (last && last->below && last != floor)
1393 top = last->below;
1394 }
1395 } /* If objects on this space */
1396
1397 if (flag & INS_ABOVE_FLOOR_ONLY)
1398 top = floor;
1399
1400 // insert object above top, or bottom-most if top = 0
1401 if (!top)
1402 {
1403 op->below = 0;
1404 op->above = ms.bot;
1405 ms.bot = op;
1406
1407 *(op->above ? &op->above->below : &ms.top) = op;
1540 } 1408 }
1541 op->above = originator;
1542 op->below = originator->below;
1543 if (op->below) op->below->above = op;
1544 else SET_MAP_OB(op->map, op->x, op->y, op);
1545 /* since *below* originator, no need to update top */
1546 originator->below = op;
1547 } else { 1409 else
1548 /* If there are other objects, then */
1549 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) {
1550 object *last=NULL;
1551 /*
1552 * If there are multiple objects on this space, we do some trickier handling.
1553 * We've already dealt with merging if appropriate.
1554 * Generally, we want to put the new object on top. But if
1555 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1556 * floor, we want to insert above that and no further.
1557 * Also, if there are spell objects on this space, we stop processing
1558 * once we get to them. This reduces the need to traverse over all of
1559 * them when adding another one - this saves quite a bit of cpu time
1560 * when lots of spells are cast in one area. Currently, it is presumed
1561 * that flying non pickable objects are spell objects.
1562 */
1563
1564 while (top != NULL) {
1565 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1566 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1567 if (QUERY_FLAG(top, FLAG_NO_PICK)
1568 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1569 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1570 {
1571 /* We insert above top, so we want this object below this */
1572 top=top->below;
1573 break;
1574 }
1575 last = top;
1576 top = top->above;
1577 }
1578 /* Don't want top to be NULL, so set it to the last valid object */
1579 top = last;
1580
1581 /* We let update_position deal with figuring out what the space
1582 * looks like instead of lots of conditions here.
1583 * makes things faster, and effectively the same result.
1584 */
1585
1586 /* Have object 'fall below' other objects that block view.
1587 * Unless those objects are exits, type 66
1588 * If INS_ON_TOP is used, don't do this processing
1589 * Need to find the object that in fact blocks view, otherwise
1590 * stacking is a bit odd.
1591 */
1592 if (!(flag & INS_ON_TOP) &&
1593 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) &&
1594 (op->face && !op->face->visibility)) {
1595 for (last=top; last != floor; last=last->below)
1596 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break;
1597 /* Check to see if we found the object that blocks view,
1598 * and make sure we have a below pointer for it so that
1599 * we can get inserted below this one, which requires we
1600 * set top to the object below us.
1601 */
1602 if (last && last->below && last != floor) top=last->below;
1603 }
1604 } /* If objects on this space */
1605 if (flag & INS_MAP_LOAD)
1606 top = GET_MAP_TOP(op->map,op->x,op->y);
1607 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1608
1609 /* Top is the object that our object (op) is going to get inserted above.
1610 */ 1410 {
1611
1612 /* First object on this space */
1613 if (!top) {
1614 op->above = GET_MAP_OB(op->map, op->x, op->y);
1615 if (op->above) op->above->below = op;
1616 op->below = NULL;
1617 SET_MAP_OB(op->map, op->x, op->y, op);
1618 } else { /* get inserted into the stack above top */
1619 op->above = top->above; 1411 op->above = top->above;
1620 if (op->above) op->above->below = op;
1621 op->below = top;
1622 top->above = op; 1412 top->above = op;
1413
1414 op->below = top;
1415 *(op->above ? &op->above->below : &ms.top) = op;
1623 } 1416 }
1624 if (op->above==NULL) 1417 }
1625 SET_MAP_TOP(op->map,op->x, op->y, op);
1626 } /* else not INS_BELOW_ORIGINATOR */
1627 1418
1628 if(op->type==PLAYER) 1419 if (op->type == PLAYER)
1420 {
1629 op->contr->do_los=1; 1421 op->contr->do_los = 1;
1630 1422 ++op->map->players;
1631 /* If we have a floor, we know the player, if any, will be above 1423 op->map->touch ();
1632 * it, so save a few ticks and start from there.
1633 */
1634 if (!(flag & INS_MAP_LOAD))
1635 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1636 if (tmp->type == PLAYER)
1637 tmp->contr->socket.update_look=1;
1638 } 1424 }
1639 1425
1426 op->map->dirty = true;
1427
1428 if (object *pl = ms.player ())
1429 //TODO: the floorbox prev/next might need updating
1430 //esrv_send_item (pl, op);
1431 //TODO: update floorbox to preserve ordering
1432 if (pl->contr->ns)
1433 pl->contr->ns->floorbox_update ();
1434
1640 /* If this object glows, it may affect lighting conditions that are 1435 /* If this object glows, it may affect lighting conditions that are
1641 * visible to others on this map. But update_all_los is really 1436 * visible to others on this map. But update_all_los is really
1642 * an inefficient way to do this, as it means los for all players 1437 * an inefficient way to do this, as it means los for all players
1643 * on the map will get recalculated. The players could very well 1438 * on the map will get recalculated. The players could very well
1644 * be far away from this change and not affected in any way - 1439 * be far away from this change and not affected in any way -
1645 * this should get redone to only look for players within range, 1440 * this should get redone to only look for players within range,
1646 * or just updating the P_NEED_UPDATE for spaces within this area 1441 * or just updating the P_UPTODATE for spaces within this area
1647 * of effect may be sufficient. 1442 * of effect may be sufficient.
1648 */ 1443 */
1649 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1444 if (op->map->darkness && (op->glow_radius != 0))
1650 update_all_los(op->map, op->x, op->y); 1445 update_all_los (op->map, op->x, op->y);
1651 1446
1652
1653 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1447 /* updates flags (blocked, alive, no magic, etc) for this map space */
1654 update_object(op,UP_OBJ_INSERT); 1448 update_object (op, UP_OBJ_INSERT);
1655 1449
1450 INVOKE_OBJECT (INSERT, op);
1656 1451
1657 /* Don't know if moving this to the end will break anything. However, 1452 /* Don't know if moving this to the end will break anything. However,
1658 * we want to have update_look set above before calling this. 1453 * we want to have floorbox_update called before calling this.
1659 * 1454 *
1660 * check_move_on() must be after this because code called from 1455 * check_move_on() must be after this because code called from
1661 * check_move_on() depends on correct map flags (so functions like 1456 * check_move_on() depends on correct map flags (so functions like
1662 * blocked() and wall() work properly), and these flags are updated by 1457 * blocked() and wall() work properly), and these flags are updated by
1663 * update_object(). 1458 * update_object().
1664 */ 1459 */
1665 1460
1666 /* if this is not the head or flag has been passed, don't check walk on status */ 1461 /* if this is not the head or flag has been passed, don't check walk on status */
1667
1668 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1462 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1463 {
1669 if (check_move_on(op, originator)) 1464 if (check_move_on (op, originator))
1670 return NULL; 1465 return 0;
1671 1466
1672 /* If we are a multi part object, lets work our way through the check 1467 /* If we are a multi part object, lets work our way through the check
1673 * walk on's. 1468 * walk on's.
1674 */ 1469 */
1675 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1470 for (object *tmp = op->more; tmp; tmp = tmp->more)
1676 if (check_move_on (tmp, originator)) 1471 if (check_move_on (tmp, originator))
1677 return NULL; 1472 return 0;
1678 } 1473 }
1474
1679 return op; 1475 return op;
1680} 1476}
1681 1477
1682/* this function inserts an object in the map, but if it 1478/* this function inserts an object in the map, but if it
1683 * finds an object of its own type, it'll remove that one first. 1479 * finds an object of its own type, it'll remove that one first.
1684 * op is the object to insert it under: supplies x and the map. 1480 * op is the object to insert it under: supplies x and the map.
1685 */ 1481 */
1482void
1686void replace_insert_ob_in_map(const char *arch_string, object *op) { 1483replace_insert_ob_in_map (const char *arch_string, object *op)
1687 object *tmp; 1484{
1688 object *tmp1;
1689
1690 /* first search for itself and remove any old instances */ 1485 /* first search for itself and remove any old instances */
1691 1486
1692 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1487 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1693 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1488 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1694 remove_ob(tmp); 1489 tmp->destroy ();
1695 free_object(tmp);
1696 }
1697 }
1698 1490
1699 tmp1=arch_to_object(find_archetype(arch_string)); 1491 object *tmp = arch_to_object (archetype::find (arch_string));
1700 1492
1701 1493 tmp->x = op->x;
1702 tmp1->x = op->x; tmp1->y = op->y; 1494 tmp->y = op->y;
1495
1703 insert_ob_in_map(tmp1,op->map,op,0); 1496 insert_ob_in_map (tmp, op->map, op, 0);
1704}
1705
1706/*
1707 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1708 * is returned contains nr objects, and the remaining parts contains
1709 * the rest (or is removed and freed if that number is 0).
1710 * On failure, NULL is returned, and the reason put into the
1711 * global static errmsg array.
1712 */
1713
1714object *get_split_ob(object *orig_ob, uint32 nr) {
1715 object *newob;
1716 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1717
1718 if(orig_ob->nrof<nr) {
1719 sprintf(errmsg,"There are only %d %ss.",
1720 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1721 return NULL;
1722 }
1723 newob = object_create_clone(orig_ob);
1724 if((orig_ob->nrof-=nr)<1) {
1725 if ( ! is_removed)
1726 remove_ob(orig_ob);
1727 free_object2(orig_ob, 1);
1728 }
1729 else if ( ! is_removed) {
1730 if(orig_ob->env!=NULL)
1731 sub_weight (orig_ob->env,orig_ob->weight*nr);
1732 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1733 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1734 LOG(llevDebug,
1735 "Error, Tried to split object whose map is not in memory.\n");
1736 return NULL;
1737 }
1738 }
1739 newob->nrof=nr;
1740
1741 return newob;
1742} 1497}
1743 1498
1499object *
1500object::insert_at (object *where, object *originator, int flags)
1501{
1502 if (where->env)
1503 return where->env->insert (this);
1504 else
1505 return where->map->insert (this, where->x, where->y, originator, flags);
1506}
1507
1744/* 1508/*
1745 * decrease_ob_nr(object, number) decreases a specified number from 1509 * decrease(object, number) decreases a specified number from
1746 * the amount of an object. If the amount reaches 0, the object 1510 * the amount of an object. If the amount reaches 0, the object
1747 * is subsequently removed and freed. 1511 * is subsequently removed and freed.
1748 * 1512 *
1749 * Return value: 'op' if something is left, NULL if the amount reached 0 1513 * Return value: 'op' if something is left, NULL if the amount reached 0
1750 */ 1514 */
1751 1515bool
1752object *decrease_ob_nr (object *op, uint32 i) 1516object::decrease (sint32 nr)
1753{ 1517{
1754 object *tmp; 1518 if (!nr)
1755 player *pl; 1519 return true;
1756 1520
1757 if (i == 0) /* objects with op->nrof require this check */ 1521 nr = min (nr, nrof);
1522
1523 if (nrof > nr)
1524 {
1525 nrof -= nr;
1526 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1527
1528 if (object *pl = visible_to ())
1529 esrv_update_item (UPD_NROF, pl, this);
1530
1531 return true;
1532 }
1533 else
1534 {
1535 destroy ();
1536 return false;
1537 }
1538}
1539
1540/*
1541 * split(ob,nr) splits up ob into two parts. The part which
1542 * is returned contains nr objects, and the remaining parts contains
1543 * the rest (or is removed and returned if that number is 0).
1544 * On failure, NULL is returned.
1545 */
1546object *
1547object::split (sint32 nr)
1548{
1549 int have = number_of ();
1550
1551 if (have < nr)
1552 return 0;
1553 else if (have == nr)
1554 {
1555 remove ();
1556 return this;
1557 }
1558 else
1559 {
1560 decrease (nr);
1561
1562 object *op = deep_clone ();
1563 op->nrof = nr;
1758 return op; 1564 return op;
1759
1760 if (i > op->nrof)
1761 i = op->nrof;
1762
1763 if (QUERY_FLAG (op, FLAG_REMOVED))
1764 { 1565 }
1765 op->nrof -= i; 1566}
1567
1568object *
1569insert_ob_in_ob (object *op, object *where)
1570{
1571 if (!where)
1766 } 1572 {
1767 else if (op->env != NULL) 1573 char *dump = dump_object (op);
1768 { 1574 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1769 /* is this object in the players inventory, or sub container 1575 free (dump);
1770 * therein?
1771 */
1772 tmp = is_player_inv (op->env);
1773 /* nope. Is this a container the player has opened?
1774 * If so, set tmp to that player.
1775 * IMO, searching through all the players will mostly
1776 * likely be quicker than following op->env to the map,
1777 * and then searching the map for a player.
1778 */
1779 if (!tmp) {
1780 for (pl=first_player; pl; pl=pl->next)
1781 if (pl->ob->container == op->env) break;
1782 if (pl) tmp=pl->ob;
1783 else tmp=NULL;
1784 }
1785
1786 if (i < op->nrof) {
1787 sub_weight (op->env, op->weight * i);
1788 op->nrof -= i;
1789 if (tmp) {
1790 esrv_send_item(tmp, op);
1791 }
1792 } else {
1793 remove_ob (op);
1794 op->nrof = 0;
1795 if (tmp) {
1796 esrv_del_item(tmp->contr, op->count);
1797 }
1798 }
1799 }
1800 else
1801 {
1802 object *above = op->above;
1803
1804 if (i < op->nrof) {
1805 op->nrof -= i;
1806 } else {
1807 remove_ob (op);
1808 op->nrof = 0;
1809 }
1810 /* Since we just removed op, op->above is null */
1811 for (tmp = above; tmp != NULL; tmp = tmp->above)
1812 if (tmp->type == PLAYER) {
1813 if (op->nrof)
1814 esrv_send_item(tmp, op);
1815 else
1816 esrv_del_item(tmp->contr, op->count);
1817 }
1818 }
1819
1820 if (op->nrof) {
1821 return op; 1576 return op;
1822 } else { 1577 }
1823 free_object (op); 1578
1824 return NULL; 1579 if (where->head_ () != where)
1825 } 1580 {
1826} 1581 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1827 1582 where = where->head;
1828/*
1829 * add_weight(object, weight) adds the specified weight to an object,
1830 * and also updates how much the environment(s) is/are carrying.
1831 */
1832
1833void add_weight (object *op, signed long weight) {
1834 while (op!=NULL) {
1835 if (op->type == CONTAINER) {
1836 weight=(signed long)(weight*(100-op->stats.Str)/100);
1837 }
1838 op->carrying+=weight;
1839 op=op->env;
1840 } 1583 }
1841}
1842 1584
1585 return where->insert (op);
1586}
1587
1843/* 1588/*
1844 * insert_ob_in_ob(op,environment): 1589 * env->insert (op)
1845 * This function inserts the object op in the linked list 1590 * This function inserts the object op in the linked list
1846 * inside the object environment. 1591 * inside the object environment.
1847 * 1592 *
1848 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1849 * the inventory at the last position or next to other objects of the same
1850 * type.
1851 * Frank: Now sorted by type, archetype and magic!
1852 *
1853 * The function returns now pointer to inserted item, and return value can 1593 * The function returns now pointer to inserted item, and return value can
1854 * be != op, if items are merged. -Tero 1594 * be != op, if items are merged. -Tero
1855 */ 1595 */
1856 1596object *
1857object *insert_ob_in_ob(object *op,object *where) { 1597object::insert (object *op)
1858 object *tmp, *otmp; 1598{
1859
1860 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1861 dump_object(op);
1862 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1863 return op;
1864 }
1865 if(where==NULL) {
1866 dump_object(op);
1867 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1868 return op;
1869 }
1870 if (where->head) {
1871 LOG(llevDebug,
1872 "Warning: Tried to insert object wrong part of multipart object.\n");
1873 where = where->head;
1874 }
1875 if (op->more) { 1599 if (op->more)
1600 {
1876 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1601 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1877 op->name, op->count);
1878 return op; 1602 return op;
1879 } 1603 }
1880 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1604
1881 CLEAR_FLAG(op, FLAG_REMOVED); 1605 op->remove ();
1606
1607 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1608
1882 if(op->nrof) { 1609 if (op->nrof)
1883 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1610 for (object *tmp = inv; tmp; tmp = tmp->below)
1884 if ( CAN_MERGE(tmp,op) ) { 1611 if (object::can_merge (tmp, op))
1612 {
1885 /* return the original object and remove inserted object 1613 /* return the original object and remove inserted object
1886 (client needs the original object) */ 1614 (client needs the original object) */
1887 tmp->nrof += op->nrof; 1615 tmp->nrof += op->nrof;
1888 /* Weight handling gets pretty funky. Since we are adding to 1616
1889 * tmp->nrof, we need to increase the weight. 1617 if (object *pl = tmp->visible_to ())
1890 */ 1618 esrv_update_item (UPD_NROF, pl, tmp);
1891 add_weight (where, op->weight*op->nrof); 1619
1892 SET_FLAG(op, FLAG_REMOVED); 1620 adjust_weight (this, op->total_weight ());
1893 free_object(op); /* free the inserted object */ 1621
1622 op->destroy ();
1894 op = tmp; 1623 op = tmp;
1895 remove_ob (op); /* and fix old object's links */ 1624 goto inserted;
1896 CLEAR_FLAG(op, FLAG_REMOVED);
1897 break;
1898 } 1625 }
1899 1626
1900 /* I assume combined objects have no inventory 1627 op->owner = 0; // it's his/hers now. period.
1901 * We add the weight - this object could have just been removed 1628 op->map = 0;
1902 * (if it was possible to merge). calling remove_ob will subtract 1629 op->x = 0;
1903 * the weight, so we need to add it in again, since we actually do 1630 op->y = 0;
1904 * the linking below
1905 */
1906 add_weight (where, op->weight*op->nrof);
1907 } else
1908 add_weight (where, (op->weight+op->carrying));
1909 1631
1910 otmp=is_player_inv(where);
1911 if (otmp&&otmp->contr!=NULL) {
1912 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1913 fix_player(otmp);
1914 }
1915
1916 op->map=NULL;
1917 op->env=where;
1918 op->above=NULL; 1632 op->above = 0;
1919 op->below=NULL; 1633 op->below = inv;
1920 op->x=0,op->y=0; 1634 op->env = this;
1921 op->ox=0,op->oy=0;
1922 1635
1636 if (inv)
1637 inv->above = op;
1638
1639 inv = op;
1640
1641 op->flag [FLAG_REMOVED] = 0;
1642
1643 if (object *pl = op->visible_to ())
1644 esrv_send_item (pl, op);
1645
1646 adjust_weight (this, op->total_weight ());
1647
1648inserted:
1923 /* reset the light list and los of the players on the map */ 1649 /* reset the light list and los of the players on the map */
1924 if((op->glow_radius!=0)&&where->map) 1650 if (op->glow_radius && map && map->darkness)
1925 { 1651 update_all_los (map, x, y);
1926#ifdef DEBUG_LIGHTS
1927 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n",
1928 op->name);
1929#endif /* DEBUG_LIGHTS */
1930 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1931 }
1932 1652
1933 /* Client has no idea of ordering so lets not bother ordering it here. 1653 // if this is a player's inventory, update stats
1934 * It sure simplifies this function... 1654 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER])
1935 */ 1655 update_stats ();
1936 if (where->inv==NULL) 1656
1937 where->inv=op; 1657 INVOKE_OBJECT (INSERT, this);
1938 else { 1658
1939 op->below = where->inv;
1940 op->below->above = op;
1941 where->inv = op;
1942 }
1943 return op; 1659 return op;
1944} 1660}
1945 1661
1946/* 1662/*
1947 * Checks if any objects has a move_type that matches objects 1663 * Checks if any objects has a move_type that matches objects
1961 * 1677 *
1962 * MSW 2001-07-08: Check all objects on space, not just those below 1678 * MSW 2001-07-08: Check all objects on space, not just those below
1963 * object being inserted. insert_ob_in_map may not put new objects 1679 * object being inserted. insert_ob_in_map may not put new objects
1964 * on top. 1680 * on top.
1965 */ 1681 */
1966 1682int
1967int check_move_on (object *op, object *originator) 1683check_move_on (object *op, object *originator)
1968{ 1684{
1969 object *tmp; 1685 object *tmp;
1970 tag_t tag;
1971 mapstruct *m=op->map; 1686 maptile *m = op->map;
1972 int x=op->x, y=op->y; 1687 int x = op->x, y = op->y;
1688
1973 MoveType move_on, move_slow, move_block; 1689 MoveType move_on, move_slow, move_block;
1974 1690
1975 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1691 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1976 return 0; 1692 return 0;
1977 1693
1978 tag = op->count;
1979
1980 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y); 1694 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1981 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y); 1695 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1982 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y); 1696 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1983 1697
1984 /* if nothing on this space will slow op down or be applied, 1698 /* if nothing on this space will slow op down or be applied,
1985 * no need to do checking below. have to make sure move_type 1699 * no need to do checking below. have to make sure move_type
1986 * is set, as lots of objects don't have it set - we treat that 1700 * is set, as lots of objects don't have it set - we treat that
1987 * as walking. 1701 * as walking.
1988 */ 1702 */
1989 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow)) 1703 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1990 return 0; 1704 return 0;
1991 1705
1992 /* This is basically inverse logic of that below - basically, 1706 /* This is basically inverse logic of that below - basically,
1993 * if the object can avoid the move on or slow move, they do so, 1707 * if the object can avoid the move on or slow move, they do so,
1994 * but can't do it if the alternate movement they are using is 1708 * but can't do it if the alternate movement they are using is
1995 * blocked. Logic on this seems confusing, but does seem correct. 1709 * blocked. Logic on this seems confusing, but does seem correct.
1996 */ 1710 */
1997 if ((op->move_type & ~move_on & ~move_block) != 0 && 1711 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1998 (op->move_type & ~move_slow & ~move_block) != 0) return 0; 1712 return 0;
1999 1713
2000 /* The objects have to be checked from top to bottom. 1714 /* The objects have to be checked from top to bottom.
2001 * Hence, we first go to the top: 1715 * Hence, we first go to the top:
2002 */ 1716 */
2003 1717
2004 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL && 1718 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
2005 tmp->above!=NULL; tmp=tmp->above) { 1719 {
2006 /* Trim the search when we find the first other spell effect 1720 /* Trim the search when we find the first other spell effect
2007 * this helps performance so that if a space has 50 spell objects, 1721 * this helps performance so that if a space has 50 spell objects,
2008 * we don't need to check all of them. 1722 * we don't need to check all of them.
2009 */ 1723 */
2010 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break; 1724 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1725 break;
1726 }
1727
1728 for (; tmp; tmp = tmp->below)
2011 } 1729 {
2012 for(;tmp!=NULL; tmp=tmp->below) { 1730 if (tmp == op)
2013 if (tmp == op) continue; /* Can't apply yourself */ 1731 continue; /* Can't apply yourself */
2014 1732
2015 /* Check to see if one of the movement types should be slowed down. 1733 /* Check to see if one of the movement types should be slowed down.
2016 * Second check makes sure that the movement types not being slowed 1734 * Second check makes sure that the movement types not being slowed
2017 * (~slow_move) is not blocked on this space - just because the 1735 * (~slow_move) is not blocked on this space - just because the
2018 * space doesn't slow down swimming (for example), if you can't actually 1736 * space doesn't slow down swimming (for example), if you can't actually
2019 * swim on that space, can't use it to avoid the penalty. 1737 * swim on that space, can't use it to avoid the penalty.
2020 */ 1738 */
2021 if (!QUERY_FLAG(op, FLAG_WIZPASS)) { 1739 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1740 {
2022 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1741 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2023 ((op->move_type & tmp->move_slow) &&
2024 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) { 1742 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1743 {
2025 1744
2026 float diff; 1745 float
2027
2028 diff = tmp->move_slow_penalty*FABS(op->speed); 1746 diff = tmp->move_slow_penalty * fabs (op->speed);
1747
2029 if (op->type == PLAYER) { 1748 if (op->type == PLAYER)
2030 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) || 1749 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
2031 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) { 1750 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
2032 diff /= 4.0; 1751 diff /= 4.0;
2033 } 1752
2034 }
2035 op->speed_left -= diff; 1753 op->speed_left -= diff;
2036 } 1754 }
2037 } 1755 }
2038 1756
2039 /* Basically same logic as above, except now for actual apply. */ 1757 /* Basically same logic as above, except now for actual apply. */
2040 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1758 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2041 ((op->move_type & tmp->move_on) &&
2042 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) { 1759 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
2043 1760 {
2044 move_apply(tmp, op, originator); 1761 move_apply (tmp, op, originator);
1762
2045 if (was_destroyed (op, tag)) 1763 if (op->destroyed ())
2046 return 1; 1764 return 1;
2047 1765
2048 /* what the person/creature stepped onto has moved the object 1766 /* what the person/creature stepped onto has moved the object
2049 * someplace new. Don't process any further - if we did, 1767 * someplace new. Don't process any further - if we did,
2050 * have a feeling strange problems would result. 1768 * have a feeling strange problems would result.
2051 */ 1769 */
2052 if (op->map != m || op->x != x || op->y != y) return 0; 1770 if (op->map != m || op->x != x || op->y != y)
1771 return 0;
2053 } 1772 }
2054 } 1773 }
1774
2055 return 0; 1775 return 0;
2056} 1776}
2057 1777
2058/* 1778/*
2059 * present_arch(arch, map, x, y) searches for any objects with 1779 * present_arch(arch, map, x, y) searches for any objects with
2060 * a matching archetype at the given map and coordinates. 1780 * a matching archetype at the given map and coordinates.
2061 * The first matching object is returned, or NULL if none. 1781 * The first matching object is returned, or NULL if none.
2062 */ 1782 */
2063 1783object *
2064object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1784present_arch (const archetype *at, maptile *m, int x, int y)
2065 object *tmp; 1785{
2066 if(m==NULL || out_of_map(m,x,y)) { 1786 if (!m || out_of_map (m, x, y))
1787 {
2067 LOG(llevError,"Present_arch called outside map.\n"); 1788 LOG (llevError, "Present_arch called outside map.\n");
2068 return NULL; 1789 return NULL;
2069 } 1790 }
2070 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1791
2071 if(tmp->arch == at) 1792 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1793 if (tmp->arch->archname == at->archname)
2072 return tmp; 1794 return tmp;
1795
2073 return NULL; 1796 return NULL;
2074} 1797}
2075 1798
2076/* 1799/*
2077 * present(type, map, x, y) searches for any objects with 1800 * present(type, map, x, y) searches for any objects with
2078 * a matching type variable at the given map and coordinates. 1801 * a matching type variable at the given map and coordinates.
2079 * The first matching object is returned, or NULL if none. 1802 * The first matching object is returned, or NULL if none.
2080 */ 1803 */
2081 1804object *
2082object *present(unsigned char type,mapstruct *m, int x,int y) { 1805present (unsigned char type, maptile *m, int x, int y)
2083 object *tmp; 1806{
2084 if(out_of_map(m,x,y)) { 1807 if (out_of_map (m, x, y))
1808 {
2085 LOG(llevError,"Present called outside map.\n"); 1809 LOG (llevError, "Present called outside map.\n");
2086 return NULL; 1810 return NULL;
2087 } 1811 }
2088 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1812
1813 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2089 if(tmp->type==type) 1814 if (tmp->type == type)
2090 return tmp; 1815 return tmp;
1816
2091 return NULL; 1817 return NULL;
2092} 1818}
2093 1819
2094/* 1820/*
2095 * present_in_ob(type, object) searches for any objects with 1821 * present_in_ob(type, object) searches for any objects with
2096 * a matching type variable in the inventory of the given object. 1822 * a matching type variable in the inventory of the given object.
2097 * The first matching object is returned, or NULL if none. 1823 * The first matching object is returned, or NULL if none.
2098 */ 1824 */
2099 1825object *
2100object *present_in_ob(unsigned char type, const object *op) { 1826present_in_ob (unsigned char type, const object *op)
2101 object *tmp; 1827{
2102 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1828 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2103 if(tmp->type==type) 1829 if (tmp->type == type)
2104 return tmp; 1830 return tmp;
1831
2105 return NULL; 1832 return NULL;
2106} 1833}
2107 1834
2108/* 1835/*
2109 * present_in_ob (type, str, object) searches for any objects with 1836 * present_in_ob (type, str, object) searches for any objects with
2117 * str is the string to match against. Note that we match against 1844 * str is the string to match against. Note that we match against
2118 * the object name, not the archetype name. this is so that the 1845 * the object name, not the archetype name. this is so that the
2119 * spell code can use one object type (force), but change it's name 1846 * spell code can use one object type (force), but change it's name
2120 * to be unique. 1847 * to be unique.
2121 */ 1848 */
2122 1849object *
2123object *present_in_ob_by_name(int type, const char *str, const object *op) { 1850present_in_ob_by_name (int type, const char *str, const object *op)
2124 object *tmp; 1851{
2125
2126 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1852 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2127 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1853 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2128 return tmp; 1854 return tmp;
2129 } 1855
2130 return NULL; 1856 return 0;
2131} 1857}
2132 1858
2133/* 1859/*
2134 * present_arch_in_ob(archetype, object) searches for any objects with 1860 * present_arch_in_ob(archetype, object) searches for any objects with
2135 * a matching archetype in the inventory of the given object. 1861 * a matching archetype in the inventory of the given object.
2136 * The first matching object is returned, or NULL if none. 1862 * The first matching object is returned, or NULL if none.
2137 */ 1863 */
2138 1864object *
2139object *present_arch_in_ob(const archetype *at, const object *op) { 1865present_arch_in_ob (const archetype *at, const object *op)
2140 object *tmp; 1866{
2141 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2142 if( tmp->arch == at) 1868 if (tmp->arch->archname == at->archname)
2143 return tmp; 1869 return tmp;
1870
2144 return NULL; 1871 return NULL;
2145} 1872}
2146 1873
2147/* 1874/*
2148 * activate recursively a flag on an object inventory 1875 * activate recursively a flag on an object inventory
2149 */ 1876 */
1877void
2150void flag_inv(object*op, int flag){ 1878flag_inv (object *op, int flag)
2151 object *tmp; 1879{
2152 if(op->inv)
2153 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1880 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1881 {
2154 SET_FLAG(tmp, flag); 1882 SET_FLAG (tmp, flag);
2155 flag_inv(tmp,flag); 1883 flag_inv (tmp, flag);
2156 } 1884 }
1885}
1886
2157}/* 1887/*
2158 * desactivate recursively a flag on an object inventory 1888 * deactivate recursively a flag on an object inventory
2159 */ 1889 */
1890void
2160void unflag_inv(object*op, int flag){ 1891unflag_inv (object *op, int flag)
2161 object *tmp; 1892{
2162 if(op->inv)
2163 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1894 {
2164 CLEAR_FLAG(tmp, flag); 1895 CLEAR_FLAG (tmp, flag);
2165 unflag_inv(tmp,flag); 1896 unflag_inv (tmp, flag);
2166 } 1897 }
2167}
2168
2169/*
2170 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2171 * all it's inventory (recursively).
2172 * If checksums are used, a player will get set_cheat called for
2173 * him/her-self and all object carried by a call to this function.
2174 */
2175
2176void set_cheat(object *op) {
2177 SET_FLAG(op, FLAG_WAS_WIZ);
2178 flag_inv(op, FLAG_WAS_WIZ);
2179} 1898}
2180 1899
2181/* 1900/*
2182 * find_free_spot(object, map, x, y, start, stop) will search for 1901 * find_free_spot(object, map, x, y, start, stop) will search for
2183 * a spot at the given map and coordinates which will be able to contain 1902 * a spot at the given map and coordinates which will be able to contain
2185 * to search (see the freearr_x/y[] definition). 1904 * to search (see the freearr_x/y[] definition).
2186 * It returns a random choice among the alternatives found. 1905 * It returns a random choice among the alternatives found.
2187 * start and stop are where to start relative to the free_arr array (1,9 1906 * start and stop are where to start relative to the free_arr array (1,9
2188 * does all 4 immediate directions). This returns the index into the 1907 * does all 4 immediate directions). This returns the index into the
2189 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1908 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2190 * Note - this only checks to see if there is space for the head of the
2191 * object - if it is a multispace object, this should be called for all
2192 * pieces.
2193 * Note2: This function does correctly handle tiled maps, but does not 1909 * Note: This function does correctly handle tiled maps, but does not
2194 * inform the caller. However, insert_ob_in_map will update as 1910 * inform the caller. However, insert_ob_in_map will update as
2195 * necessary, so the caller shouldn't need to do any special work. 1911 * necessary, so the caller shouldn't need to do any special work.
2196 * Note - updated to take an object instead of archetype - this is necessary 1912 * Note - updated to take an object instead of archetype - this is necessary
2197 * because arch_blocked (now ob_blocked) needs to know the movement type 1913 * because arch_blocked (now ob_blocked) needs to know the movement type
2198 * to know if the space in question will block the object. We can't use 1914 * to know if the space in question will block the object. We can't use
2199 * the archetype because that isn't correct if the monster has been 1915 * the archetype because that isn't correct if the monster has been
2200 * customized, changed states, etc. 1916 * customized, changed states, etc.
2201 */ 1917 */
2202 1918int
2203int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1919find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1920{
1921 int altern[SIZEOFFREE];
2204 int i,index=0, flag; 1922 int index = 0, flag;
2205 static int altern[SIZEOFFREE];
2206 1923
2207 for(i=start;i<stop;i++) { 1924 for (int i = start; i < stop; i++)
2208 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1925 {
2209 if(!flag) 1926 mapxy pos (m, x, y); pos.move (i);
1927
1928 if (!pos.normalise ())
1929 continue;
1930
1931 mapspace &ms = *pos;
1932
1933 if (ms.flags () & P_IS_ALIVE)
1934 continue;
1935
1936 /* However, often
1937 * ob doesn't have any move type (when used to place exits)
1938 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
1939 */
1940 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
1941 {
2210 altern[index++]=i; 1942 altern [index++] = i;
1943 continue;
1944 }
2211 1945
2212 /* Basically, if we find a wall on a space, we cut down the search size. 1946 /* Basically, if we find a wall on a space, we cut down the search size.
2213 * In this way, we won't return spaces that are on another side of a wall. 1947 * In this way, we won't return spaces that are on another side of a wall.
2214 * This mostly work, but it cuts down the search size in all directions - 1948 * This mostly work, but it cuts down the search size in all directions -
2215 * if the space being examined only has a wall to the north and empty 1949 * if the space being examined only has a wall to the north and empty
2216 * spaces in all the other directions, this will reduce the search space 1950 * spaces in all the other directions, this will reduce the search space
2217 * to only the spaces immediately surrounding the target area, and 1951 * to only the spaces immediately surrounding the target area, and
2218 * won't look 2 spaces south of the target space. 1952 * won't look 2 spaces south of the target space.
2219 */ 1953 */
2220 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 1954 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
1955 {
2221 stop=maxfree[i]; 1956 stop = maxfree[i];
2222 } 1957 continue;
2223 if(!index) return -1; 1958 }
2224 return altern[RANDOM()%index];
2225}
2226 1959
1960 /* Note it is intentional that we check ob - the movement type of the
1961 * head of the object should correspond for the entire object.
1962 */
1963 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1964 continue;
1965
1966 if (ob->blocked (pos.m, pos.x, pos.y))
1967 continue;
1968
1969 altern [index++] = i;
1970 }
1971
1972 if (!index)
1973 return -1;
1974
1975 return altern [rndm (index)];
1976}
1977
2227/* 1978/*
2228 * find_first_free_spot(archetype, mapstruct, x, y) works like 1979 * find_first_free_spot(archetype, maptile, x, y) works like
2229 * find_free_spot(), but it will search max number of squares. 1980 * find_free_spot(), but it will search max number of squares.
2230 * But it will return the first available spot, not a random choice. 1981 * But it will return the first available spot, not a random choice.
2231 * Changed 0.93.2: Have it return -1 if there is no free spot available. 1982 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2232 */ 1983 */
2233 1984int
2234int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 1985find_first_free_spot (const object *ob, maptile *m, int x, int y)
2235 int i; 1986{
2236 for(i=0;i<SIZEOFFREE;i++) { 1987 for (int i = 0; i < SIZEOFFREE; i++)
2237 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 1988 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2238 return i; 1989 return i;
2239 } 1990
2240 return -1; 1991 return -1;
2241} 1992}
2242 1993
2243/* 1994/*
2244 * The function permute(arr, begin, end) randomly reorders the array 1995 * The function permute(arr, begin, end) randomly reorders the array
2245 * arr[begin..end-1]. 1996 * arr[begin..end-1].
1997 * now uses a fisher-yates shuffle, old permute was broken
2246 */ 1998 */
1999static void
2247static void permute(int *arr, int begin, int end) 2000permute (int *arr, int begin, int end)
2248{ 2001{
2249 int i, j, tmp, len; 2002 arr += begin;
2003 end -= begin;
2250 2004
2251 len = end-begin; 2005 while (--end)
2252 for(i = begin; i < end; i++) 2006 swap (arr [end], arr [rndm (end + 1)]);
2253 {
2254 j = begin+RANDOM()%len;
2255
2256 tmp = arr[i];
2257 arr[i] = arr[j];
2258 arr[j] = tmp;
2259 }
2260} 2007}
2261 2008
2262/* new function to make monster searching more efficient, and effective! 2009/* new function to make monster searching more efficient, and effective!
2263 * This basically returns a randomized array (in the passed pointer) of 2010 * This basically returns a randomized array (in the passed pointer) of
2264 * the spaces to find monsters. In this way, it won't always look for 2011 * the spaces to find monsters. In this way, it won't always look for
2265 * monsters to the north first. However, the size of the array passed 2012 * monsters to the north first. However, the size of the array passed
2266 * covers all the spaces, so within that size, all the spaces within 2013 * covers all the spaces, so within that size, all the spaces within
2267 * the 3x3 area will be searched, just not in a predictable order. 2014 * the 3x3 area will be searched, just not in a predictable order.
2268 */ 2015 */
2016void
2269void get_search_arr(int *search_arr) 2017get_search_arr (int *search_arr)
2270{ 2018{
2271 int i; 2019 int i;
2272 2020
2273 for(i = 0; i < SIZEOFFREE; i++) 2021 for (i = 0; i < SIZEOFFREE; i++)
2274 {
2275 search_arr[i] = i; 2022 search_arr[i] = i;
2276 }
2277 2023
2278 permute(search_arr, 1, SIZEOFFREE1+1); 2024 permute (search_arr, 1, SIZEOFFREE1 + 1);
2279 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2025 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2280 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2026 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2281} 2027}
2282 2028
2283/* 2029/*
2284 * find_dir(map, x, y, exclude) will search some close squares in the 2030 * find_dir(map, x, y, exclude) will search some close squares in the
2285 * given map at the given coordinates for live objects. 2031 * given map at the given coordinates for live objects.
2290 * Perhaps incorrectly, but I'm making the assumption that exclude 2036 * Perhaps incorrectly, but I'm making the assumption that exclude
2291 * is actually want is going to try and move there. We need this info 2037 * is actually want is going to try and move there. We need this info
2292 * because we have to know what movement the thing looking to move 2038 * because we have to know what movement the thing looking to move
2293 * there is capable of. 2039 * there is capable of.
2294 */ 2040 */
2295 2041int
2296int find_dir(mapstruct *m, int x, int y, object *exclude) { 2042find_dir (maptile *m, int x, int y, object *exclude)
2043{
2297 int i,max=SIZEOFFREE, mflags; 2044 int i, max = SIZEOFFREE, mflags;
2045
2298 sint16 nx, ny; 2046 sint16 nx, ny;
2299 object *tmp; 2047 object *tmp;
2300 mapstruct *mp; 2048 maptile *mp;
2049
2301 MoveType blocked, move_type; 2050 MoveType blocked, move_type;
2302 2051
2303 if (exclude && exclude->head) { 2052 if (exclude && exclude->head_ () != exclude)
2053 {
2304 exclude = exclude->head; 2054 exclude = exclude->head;
2305 move_type = exclude->move_type; 2055 move_type = exclude->move_type;
2306 } else { 2056 }
2057 else
2058 {
2307 /* If we don't have anything, presume it can use all movement types. */ 2059 /* If we don't have anything, presume it can use all movement types. */
2308 move_type=MOVE_ALL; 2060 move_type = MOVE_ALL;
2061 }
2062
2063 for (i = 1; i < max; i++)
2309 } 2064 {
2310
2311 for(i=1;i<max;i++) {
2312 mp = m; 2065 mp = m;
2313 nx = x + freearr_x[i]; 2066 nx = x + freearr_x[i];
2314 ny = y + freearr_y[i]; 2067 ny = y + freearr_y[i];
2315 2068
2316 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2069 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2070
2317 if (mflags & P_OUT_OF_MAP) { 2071 if (mflags & P_OUT_OF_MAP)
2072 max = maxfree[i];
2073 else
2074 {
2075 mapspace &ms = mp->at (nx, ny);
2076
2077 blocked = ms.move_block;
2078
2079 if ((move_type & blocked) == move_type)
2318 max = maxfree[i]; 2080 max = maxfree[i];
2319 } else {
2320 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2321
2322 if ((move_type & blocked) == move_type) {
2323 max=maxfree[i];
2324 } else if (mflags & P_IS_ALIVE) { 2081 else if (mflags & P_IS_ALIVE)
2325 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2082 {
2083 for (tmp = ms.bot; tmp; tmp = tmp->above)
2326 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2084 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2327 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2085 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2328 break; 2086 break;
2329 } 2087
2330 }
2331 if(tmp) { 2088 if (tmp)
2332 return freedir[i]; 2089 return freedir[i];
2333 }
2334 } 2090 }
2335 } 2091 }
2336 } 2092 }
2093
2337 return 0; 2094 return 0;
2338} 2095}
2339 2096
2340/* 2097/*
2341 * distance(object 1, object 2) will return the square of the 2098 * distance(object 1, object 2) will return the square of the
2342 * distance between the two given objects. 2099 * distance between the two given objects.
2343 */ 2100 */
2344 2101int
2345int distance(const object *ob1, const object *ob2) { 2102distance (const object *ob1, const object *ob2)
2346 int i; 2103{
2347 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2104 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2348 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2349 return i;
2350} 2105}
2351 2106
2352/* 2107/*
2353 * find_dir_2(delta-x,delta-y) will return a direction in which 2108 * find_dir_2(delta-x,delta-y) will return a direction in which
2354 * an object which has subtracted the x and y coordinates of another 2109 * an object which has subtracted the x and y coordinates of another
2355 * object, needs to travel toward it. 2110 * object, needs to travel toward it.
2356 */ 2111 */
2357 2112int
2358int find_dir_2(int x, int y) { 2113find_dir_2 (int x, int y)
2114{
2359 int q; 2115 int q;
2360 2116
2361 if(y) 2117 if (y)
2362 q=x*100/y; 2118 q = x * 100 / y;
2363 else if (x) 2119 else if (x)
2364 q= -300*x; 2120 q = -300 * x;
2365 else 2121 else
2366 return 0; 2122 return 0;
2367 2123
2368 if(y>0) { 2124 if (y > 0)
2125 {
2369 if(q < -242) 2126 if (q < -242)
2370 return 3 ; 2127 return 3;
2371 if (q < -41) 2128 if (q < -41)
2372 return 2 ; 2129 return 2;
2373 if (q < 41) 2130 if (q < 41)
2374 return 1 ; 2131 return 1;
2375 if (q < 242) 2132 if (q < 242)
2376 return 8 ; 2133 return 8;
2377 return 7 ; 2134 return 7;
2378 } 2135 }
2379 2136
2380 if (q < -242) 2137 if (q < -242)
2381 return 7 ; 2138 return 7;
2382 if (q < -41) 2139 if (q < -41)
2383 return 6 ; 2140 return 6;
2384 if (q < 41) 2141 if (q < 41)
2385 return 5 ; 2142 return 5;
2386 if (q < 242) 2143 if (q < 242)
2387 return 4 ; 2144 return 4;
2388 2145
2389 return 3 ; 2146 return 3;
2390}
2391
2392/*
2393 * absdir(int): Returns a number between 1 and 8, which represent
2394 * the "absolute" direction of a number (it actually takes care of
2395 * "overflow" in previous calculations of a direction).
2396 */
2397
2398int absdir(int d) {
2399 while(d<1) d+=8;
2400 while(d>8) d-=8;
2401 return d;
2402} 2147}
2403 2148
2404/* 2149/*
2405 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2150 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2406 * between two directions (which are expected to be absolute (see absdir()) 2151 * between two directions (which are expected to be absolute (see absdir())
2407 */ 2152 */
2408 2153int
2409int dirdiff(int dir1, int dir2) { 2154dirdiff (int dir1, int dir2)
2155{
2410 int d; 2156 int d;
2157
2411 d = abs(dir1 - dir2); 2158 d = abs (dir1 - dir2);
2412 if(d>4) 2159 if (d > 4)
2413 d = 8 - d; 2160 d = 8 - d;
2161
2414 return d; 2162 return d;
2415} 2163}
2416 2164
2417/* peterm: 2165/* peterm:
2418 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2166 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2421 * This basically means that if direction is 15, then it could either go 2169 * This basically means that if direction is 15, then it could either go
2422 * direction 4, 14, or 16 to get back to where we are. 2170 * direction 4, 14, or 16 to get back to where we are.
2423 * Moved from spell_util.c to object.c with the other related direction 2171 * Moved from spell_util.c to object.c with the other related direction
2424 * functions. 2172 * functions.
2425 */ 2173 */
2426
2427int reduction_dir[SIZEOFFREE][3] = { 2174int reduction_dir[SIZEOFFREE][3] = {
2428 {0,0,0}, /* 0 */ 2175 {0, 0, 0}, /* 0 */
2429 {0,0,0}, /* 1 */ 2176 {0, 0, 0}, /* 1 */
2430 {0,0,0}, /* 2 */ 2177 {0, 0, 0}, /* 2 */
2431 {0,0,0}, /* 3 */ 2178 {0, 0, 0}, /* 3 */
2432 {0,0,0}, /* 4 */ 2179 {0, 0, 0}, /* 4 */
2433 {0,0,0}, /* 5 */ 2180 {0, 0, 0}, /* 5 */
2434 {0,0,0}, /* 6 */ 2181 {0, 0, 0}, /* 6 */
2435 {0,0,0}, /* 7 */ 2182 {0, 0, 0}, /* 7 */
2436 {0,0,0}, /* 8 */ 2183 {0, 0, 0}, /* 8 */
2437 {8,1,2}, /* 9 */ 2184 {8, 1, 2}, /* 9 */
2438 {1,2,-1}, /* 10 */ 2185 {1, 2, -1}, /* 10 */
2439 {2,10,12}, /* 11 */ 2186 {2, 10, 12}, /* 11 */
2440 {2,3,-1}, /* 12 */ 2187 {2, 3, -1}, /* 12 */
2441 {2,3,4}, /* 13 */ 2188 {2, 3, 4}, /* 13 */
2442 {3,4,-1}, /* 14 */ 2189 {3, 4, -1}, /* 14 */
2443 {4,14,16}, /* 15 */ 2190 {4, 14, 16}, /* 15 */
2444 {5,4,-1}, /* 16 */ 2191 {5, 4, -1}, /* 16 */
2445 {4,5,6}, /* 17 */ 2192 {4, 5, 6}, /* 17 */
2446 {6,5,-1}, /* 18 */ 2193 {6, 5, -1}, /* 18 */
2447 {6,20,18}, /* 19 */ 2194 {6, 20, 18}, /* 19 */
2448 {7,6,-1}, /* 20 */ 2195 {7, 6, -1}, /* 20 */
2449 {6,7,8}, /* 21 */ 2196 {6, 7, 8}, /* 21 */
2450 {7,8,-1}, /* 22 */ 2197 {7, 8, -1}, /* 22 */
2451 {8,22,24}, /* 23 */ 2198 {8, 22, 24}, /* 23 */
2452 {8,1,-1}, /* 24 */ 2199 {8, 1, -1}, /* 24 */
2453 {24,9,10}, /* 25 */ 2200 {24, 9, 10}, /* 25 */
2454 {9,10,-1}, /* 26 */ 2201 {9, 10, -1}, /* 26 */
2455 {10,11,-1}, /* 27 */ 2202 {10, 11, -1}, /* 27 */
2456 {27,11,29}, /* 28 */ 2203 {27, 11, 29}, /* 28 */
2457 {11,12,-1}, /* 29 */ 2204 {11, 12, -1}, /* 29 */
2458 {12,13,-1}, /* 30 */ 2205 {12, 13, -1}, /* 30 */
2459 {12,13,14}, /* 31 */ 2206 {12, 13, 14}, /* 31 */
2460 {13,14,-1}, /* 32 */ 2207 {13, 14, -1}, /* 32 */
2461 {14,15,-1}, /* 33 */ 2208 {14, 15, -1}, /* 33 */
2462 {33,15,35}, /* 34 */ 2209 {33, 15, 35}, /* 34 */
2463 {16,15,-1}, /* 35 */ 2210 {16, 15, -1}, /* 35 */
2464 {17,16,-1}, /* 36 */ 2211 {17, 16, -1}, /* 36 */
2465 {18,17,16}, /* 37 */ 2212 {18, 17, 16}, /* 37 */
2466 {18,17,-1}, /* 38 */ 2213 {18, 17, -1}, /* 38 */
2467 {18,19,-1}, /* 39 */ 2214 {18, 19, -1}, /* 39 */
2468 {41,19,39}, /* 40 */ 2215 {41, 19, 39}, /* 40 */
2469 {19,20,-1}, /* 41 */ 2216 {19, 20, -1}, /* 41 */
2470 {20,21,-1}, /* 42 */ 2217 {20, 21, -1}, /* 42 */
2471 {20,21,22}, /* 43 */ 2218 {20, 21, 22}, /* 43 */
2472 {21,22,-1}, /* 44 */ 2219 {21, 22, -1}, /* 44 */
2473 {23,22,-1}, /* 45 */ 2220 {23, 22, -1}, /* 45 */
2474 {45,47,23}, /* 46 */ 2221 {45, 47, 23}, /* 46 */
2475 {23,24,-1}, /* 47 */ 2222 {23, 24, -1}, /* 47 */
2476 {24,9,-1}}; /* 48 */ 2223 {24, 9, -1}
2224}; /* 48 */
2477 2225
2478/* Recursive routine to step back and see if we can 2226/* Recursive routine to step back and see if we can
2479 * find a path to that monster that we found. If not, 2227 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2228 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2229 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2230 * Modified to be map tile aware -.MSW
2483 */ 2231 */
2484 2232int
2485
2486int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2233can_see_monsterP (maptile *m, int x, int y, int dir)
2234{
2487 sint16 dx, dy; 2235 sint16 dx, dy;
2488 int mflags; 2236 int mflags;
2489 2237
2238 if (dir < 0)
2490 if(dir<0) return 0; /* exit condition: invalid direction */ 2239 return 0; /* exit condition: invalid direction */
2491 2240
2492 dx = x + freearr_x[dir]; 2241 dx = x + freearr_x[dir];
2493 dy = y + freearr_y[dir]; 2242 dy = y + freearr_y[dir];
2494 2243
2495 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2244 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2496 2245
2497 /* This functional arguably was incorrect before - it was 2246 /* This functional arguably was incorrect before - it was
2498 * checking for P_WALL - that was basically seeing if 2247 * checking for P_WALL - that was basically seeing if
2499 * we could move to the monster - this is being more 2248 * we could move to the monster - this is being more
2500 * literal on if we can see it. To know if we can actually 2249 * literal on if we can see it. To know if we can actually
2501 * move to the monster, we'd need the monster passed in or 2250 * move to the monster, we'd need the monster passed in or
2502 * at least its move type. 2251 * at least its move type.
2503 */ 2252 */
2504 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2253 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2254 return 0;
2505 2255
2506 /* yes, can see. */ 2256 /* yes, can see. */
2507 if(dir < 9) return 1; 2257 if (dir < 9)
2258 return 1;
2259
2508 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2260 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2509 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2261 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2510 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2262 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2511} 2263}
2512 2264
2513
2514
2515/* 2265/*
2516 * can_pick(picker, item): finds out if an object is possible to be 2266 * can_pick(picker, item): finds out if an object is possible to be
2517 * picked up by the picker. Returnes 1 if it can be 2267 * picked up by the picker. Returnes 1 if it can be
2518 * picked up, otherwise 0. 2268 * picked up, otherwise 0.
2519 * 2269 *
2520 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2270 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2521 * core dumps if they do. 2271 * core dumps if they do.
2522 * 2272 *
2523 * Add a check so we can't pick up invisible objects (0.93.8) 2273 * Add a check so we can't pick up invisible objects (0.93.8)
2524 */ 2274 */
2525 2275int
2526int can_pick(const object *who, const object *item) { 2276can_pick (const object *who, const object *item)
2277{
2527 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2278 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2528 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2279 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2529 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2280 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2530 (who->type==PLAYER||item->weight<who->weight/3));
2531} 2281}
2532
2533 2282
2534/* 2283/*
2535 * create clone from object to another 2284 * create clone from object to another
2536 */ 2285 */
2537object *object_create_clone (object *asrc) { 2286object *
2538 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2287object::deep_clone ()
2288{
2289 assert (("deep_clone called on non-head object", is_head ()));
2539 2290
2540 if(!asrc) return NULL; 2291 object *dst = clone ();
2541 src = asrc;
2542 if(src->head)
2543 src = src->head;
2544 2292
2545 prev = NULL; 2293 object *prev = dst;
2546 for(part = src; part; part = part->more) { 2294 for (object *part = this->more; part; part = part->more)
2547 tmp = get_object(); 2295 {
2548 copy_object(part,tmp); 2296 object *tmp = part->clone ();
2549 tmp->x -= src->x;
2550 tmp->y -= src->y;
2551 if(!part->head) {
2552 dst = tmp;
2553 tmp->head = NULL;
2554 } else {
2555 tmp->head = dst; 2297 tmp->head = dst;
2556 }
2557 tmp->more = NULL;
2558 if(prev)
2559 prev->more = tmp; 2298 prev->more = tmp;
2560 prev = tmp; 2299 prev = tmp;
2561 } 2300 }
2562 /*** copy inventory ***/ 2301
2563 for(item = src->inv; item; item = item->below) { 2302 for (object *item = inv; item; item = item->below)
2564 (void) insert_ob_in_ob(object_create_clone(item),dst); 2303 insert_ob_in_ob (item->deep_clone (), dst);
2565 }
2566 2304
2567 return dst; 2305 return dst;
2568}
2569
2570/* return true if the object was destroyed, 0 otherwise */
2571int was_destroyed (const object *op, tag_t old_tag)
2572{
2573 /* checking for FLAG_FREED isn't necessary, but makes this function more
2574 * robust */
2575 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2576}
2577
2578/* GROS - Creates an object using a string representing its content. */
2579/* Basically, we save the content of the string to a temp file, then call */
2580/* load_object on it. I admit it is a highly inefficient way to make things, */
2581/* but it was simple to make and allows reusing the load_object function. */
2582/* Remember not to use load_object_str in a time-critical situation. */
2583/* Also remember that multiparts objects are not supported for now. */
2584
2585object* load_object_str(const char *obstr)
2586{
2587 object *op;
2588 char filename[MAX_BUF];
2589 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2590
2591 FILE *tempfile=fopen(filename,"w");
2592 if (tempfile == NULL)
2593 {
2594 LOG(llevError,"Error - Unable to access load object temp file\n");
2595 return NULL;
2596 };
2597 fprintf(tempfile,obstr);
2598 fclose(tempfile);
2599
2600 op=get_object();
2601
2602 object_thawer thawer (filename);
2603 if (thawer)
2604 load_object(thawer,op,LO_NEWFILE,0);
2605 LOG(llevDebug," load str completed, object=%s\n",op->name);
2606 CLEAR_FLAG(op,FLAG_REMOVED);
2607
2608 return op;
2609} 2306}
2610 2307
2611/* This returns the first object in who's inventory that 2308/* This returns the first object in who's inventory that
2612 * has the same type and subtype match. 2309 * has the same type and subtype match.
2613 * returns NULL if no match. 2310 * returns NULL if no match.
2614 */ 2311 */
2312object *
2615object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2313find_obj_by_type_subtype (const object *who, int type, int subtype)
2616{ 2314{
2617 object *tmp;
2618
2619 for (tmp=who->inv; tmp; tmp=tmp->below) 2315 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2620 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2316 if (tmp->type == type && tmp->subtype == subtype)
2317 return tmp;
2621 2318
2622 return NULL; 2319 return 0;
2623} 2320}
2624 2321
2625/* If ob has a field named key, return the link from the list, 2322const shstr &
2626 * otherwise return NULL. 2323object::kv_get (const shstr &key) const
2627 * 2324{
2628 * key must be a passed in shared string - otherwise, this won't 2325 for (key_value *kv = key_values; kv; kv = kv->next)
2629 * do the desired thing. 2326 if (kv->key == key)
2630 */ 2327 return kv->value;
2631key_value * get_ob_key_link(const object * ob, const char * key) { 2328
2632 key_value * link; 2329 return shstr_null;
2330}
2331
2332void
2333object::kv_set (const shstr &key, const shstr &value)
2334{
2335 for (key_value *kv = key_values; kv; kv = kv->next)
2336 if (kv->key == key)
2337 {
2338 kv->value = value;
2339 return;
2340 }
2341
2342 key_value *kv = new key_value;
2343
2344 kv->next = key_values;
2345 kv->key = key;
2346 kv->value = value;
2347
2348 key_values = kv;
2349}
2350
2351void
2352object::kv_del (const shstr &key)
2353{
2354 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2355 if ((*kvp)->key == key)
2356 {
2357 key_value *kv = *kvp;
2358 *kvp = (*kvp)->next;
2359 delete kv;
2360 return;
2361 }
2362}
2363
2364object::depth_iterator::depth_iterator (object *container)
2365: iterator_base (container)
2366{
2367 while (item->inv)
2368 item = item->inv;
2369}
2370
2371void
2372object::depth_iterator::next ()
2373{
2374 if (item->below)
2633 2375 {
2634 for (link = ob->key_values; link != NULL; link = link->next) { 2376 item = item->below;
2635 if (link->key == key) { 2377
2636 return link; 2378 while (item->inv)
2379 item = item->inv;
2380 }
2381 else
2382 item = item->env;
2383}
2384
2385const char *
2386object::flag_desc (char *desc, int len) const
2387{
2388 char *p = desc;
2389 bool first = true;
2390
2391 *p = 0;
2392
2393 for (int i = 0; i < NUM_FLAGS; i++)
2394 {
2395 if (len <= 10) // magic constant!
2396 {
2397 snprintf (p, len, ",...");
2398 break;
2637 } 2399 }
2638 }
2639
2640 return NULL;
2641}
2642 2400
2643/* 2401 if (flag [i])
2644 * Returns the value of op has an extra_field for key, or NULL.
2645 *
2646 * The argument doesn't need to be a shared string.
2647 *
2648 * The returned string is shared.
2649 */
2650const char * get_ob_key_value(const object * op, const char * const key) {
2651 key_value * link;
2652 const char * canonical_key;
2653
2654 canonical_key = find_string(key);
2655
2656 if (canonical_key == NULL) {
2657 /* 1. There being a field named key on any object
2658 * implies there'd be a shared string to find.
2659 * 2. Since there isn't, no object has this field.
2660 * 3. Therefore, *this* object doesn't have this field.
2661 */ 2402 {
2662 return NULL; 2403 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2663 } 2404 len -= cnt;
2664 2405 p += cnt;
2665 /* This is copied from get_ob_key_link() above - 2406 first = false;
2666 * only 4 lines, and saves the function call overhead.
2667 */
2668 for (link = op->key_values; link != NULL; link = link->next) {
2669 if (link->key == canonical_key) {
2670 return link->value;
2671 } 2407 }
2672 } 2408 }
2409
2410 return desc;
2411}
2412
2413// return a suitable string describing an object in enough detail to find it
2414const char *
2415object::debug_desc (char *info) const
2416{
2417 char flagdesc[512];
2418 char info2[256 * 4];
2419 char *p = info;
2420
2421 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2422 count,
2423 uuid.c_str (),
2424 &name,
2425 title ? ",title:\"" : "",
2426 title ? (const char *)title : "",
2427 title ? "\"" : "",
2428 flag_desc (flagdesc, 512), type);
2429
2430 if (!flag[FLAG_REMOVED] && env)
2431 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2432
2433 if (map)
2434 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2435
2436 return info;
2437}
2438
2439const char *
2440object::debug_desc () const
2441{
2442 static char info[3][256 * 4];
2443 static int info_idx;
2444
2445 return debug_desc (info [++info_idx % 3]);
2446}
2447
2448struct region *
2449object::region () const
2450{
2451 return map ? map->region (x, y)
2452 : region::default_region ();
2453}
2454
2455const materialtype_t *
2456object::dominant_material () const
2457{
2458 if (materialtype_t *mt = name_to_material (materialname))
2459 return mt;
2460
2461 return name_to_material (shstr_unknown);
2462}
2463
2464void
2465object::open_container (object *new_container)
2466{
2467 if (container == new_container)
2673 return NULL; 2468 return;
2674}
2675 2469
2470 object *old_container = container;
2676 2471
2677/* 2472 if (old_container)
2678 * Updates the canonical_key in op to value.
2679 *
2680 * canonical_key is a shared string (value doesn't have to be).
2681 *
2682 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2683 * keys.
2684 *
2685 * Returns TRUE on success.
2686 */
2687int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2688 key_value * field = NULL, *last=NULL;
2689 2473 {
2690 for (field=op->key_values; field != NULL; field=field->next) { 2474 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2691 if (field->key != canonical_key) { 2475 return;
2692 last = field; 2476
2693 continue; 2477#if 0
2478 // remove the "Close old_container" object.
2479 if (object *closer = old_container->inv)
2480 if (closer->type == CLOSE_CON)
2481 closer->destroy ();
2482#endif
2483
2484 // make sure the container is available
2485 esrv_send_item (this, old_container);
2486
2487 old_container->flag [FLAG_APPLIED] = false;
2488 container = 0;
2489
2490 // client needs item update to make it work, client bug requires this to be separate
2491 esrv_update_item (UPD_FLAGS, this, old_container);
2492
2493 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2494 play_sound (sound_find ("chest_close"));
2495 }
2496
2497 if (new_container)
2498 {
2499 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2500 return;
2501
2502 // TODO: this does not seem to serve any purpose anymore?
2503#if 0
2504 // insert the "Close Container" object.
2505 if (archetype *closer = new_container->other_arch)
2506 {
2507 object *closer = arch_to_object (new_container->other_arch);
2508 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2509 new_container->insert (closer);
2694 } 2510 }
2511#endif
2512
2513 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2514
2515 // make sure the container is available, client bug requires this to be separate
2516 esrv_send_item (this, new_container);
2517
2518 new_container->flag [FLAG_APPLIED] = true;
2519 container = new_container;
2520
2521 // client needs flag change
2522 esrv_update_item (UPD_FLAGS, this, new_container);
2523 esrv_send_inventory (this, new_container);
2524 play_sound (sound_find ("chest_open"));
2695 2525 }
2696 if (field->value) FREE_AND_CLEAR_STR(field->value); 2526// else if (!old_container->env && contr && contr->ns)
2697 if (value) 2527// contr->ns->floorbox_reset ();
2698 field->value = add_string(value); 2528}
2699 else {
2700 /* Basically, if the archetype has this key set,
2701 * we need to store the null value so when we save
2702 * it, we save the empty value so that when we load,
2703 * we get this value back again.
2704 */
2705 if (get_ob_key_link(&op->arch->clone, canonical_key))
2706 field->value = NULL;
2707 else {
2708 /* Delete this link */
2709 if (field->key) FREE_AND_CLEAR_STR(field->key);
2710 if (field->value) FREE_AND_CLEAR_STR(field->value);
2711 if (last) last->next = field->next;
2712 else op->key_values = field->next;
2713 free(field);
2714 }
2715 }
2716 return TRUE;
2717 }
2718 /* IF we get here, key doesn't exist */
2719 2529
2720 /* No field, we'll have to add it. */ 2530object *
2531object::force_find (const shstr name)
2532{
2533 /* cycle through his inventory to look for the MARK we want to
2534 * place
2535 */
2536 for (object *tmp = inv; tmp; tmp = tmp->below)
2537 if (tmp->type == FORCE && tmp->slaying == name)
2538 return splay (tmp);
2539
2540 return 0;
2541}
2542
2543void
2544object::force_add (const shstr name, int duration)
2545{
2546 if (object *force = force_find (name))
2547 force->destroy ();
2548
2549 object *force = get_archetype (FORCE_NAME);
2550
2551 force->slaying = name;
2552 force->stats.food = 1;
2553 force->speed_left = -1.f;
2554
2555 force->set_speed (duration ? 1.f / duration : 0.f);
2556 force->flag [FLAG_IS_USED_UP] = true;
2557 force->flag [FLAG_APPLIED] = true;
2558
2559 insert (force);
2560}
2561
2562void
2563object::play_sound (faceidx sound)
2564{
2565 if (!sound)
2566 return;
2567
2568 if (flag [FLAG_REMOVED])
2569 return;
2570
2571 if (env)
2721 2572 {
2722 if (!add_key) { 2573 if (object *pl = in_player ())
2723 return FALSE; 2574 pl->contr->play_sound (sound);
2724 }
2725 /* There isn't any good reason to store a null
2726 * value in the key/value list. If the archetype has
2727 * this key, then we should also have it, so shouldn't
2728 * be here. If user wants to store empty strings,
2729 * should pass in ""
2730 */
2731 if (value == NULL) return TRUE;
2732 2575 }
2733 field = (key_value *) malloc(sizeof(key_value)); 2576 else
2734 2577 map->play_sound (sound, x, y);
2735 field->key = add_refcount(canonical_key);
2736 field->value = add_string(value);
2737 /* Usual prepend-addition. */
2738 field->next = op->key_values;
2739 op->key_values = field;
2740
2741 return TRUE;
2742} 2578}
2743 2579
2744/*
2745 * Updates the key in op to value.
2746 *
2747 * If add_key is FALSE, this will only update existing keys,
2748 * and not add new ones.
2749 * In general, should be little reason FALSE is ever passed in for add_key
2750 *
2751 * Returns TRUE on success.
2752 */
2753int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2754 const char * canonical_key = NULL;
2755 int floating_ref = FALSE;
2756 int ret;
2757
2758 /* HACK This mess is to make sure set_ob_value() passes a shared string
2759 * to get_ob_key_link(), without leaving a leaked refcount.
2760 */
2761
2762 canonical_key = find_string(key);
2763 if (canonical_key == NULL) {
2764 canonical_key = add_string(key);
2765 floating_ref = TRUE;
2766 }
2767
2768 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2769
2770 if (floating_ref) {
2771 free_string(canonical_key);
2772 }
2773
2774 return ret;
2775}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines