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Comparing deliantra/server/common/object.C (file contents):
Revision 1.7 by root, Tue Aug 29 05:03:54 2006 UTC vs.
Revision 1.187 by root, Tue Sep 4 08:42:55 2007 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: object.C,v 1.7 2006/08/29 05:03:54 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h> 33#include <sproto.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const uint64 UUID_SKIP = 1<<19;
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 41
53object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 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,
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,
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}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 47};
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, 48short freearr_y[SIZEOFFREE] = { 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,
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}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 50};
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, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
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}; 52 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
53};
66int freedir[SIZEOFFREE]= { 54int 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, 55 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,
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}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
69 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
70 135
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
73 key_value * wants_field; 140 key_value *wants_field;
74 141
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
78 */ 145 */
79 146
80 /* For each field in wants, */ 147 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
82 key_value * has_field; 150 key_value *has_field;
83 151
84 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
86 156 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 157 /* No field with that name. */
89 return FALSE; 158 return FALSE;
90 } 159 }
91 160
92 /* Found the matching field. */ 161 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
94 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 165 return FALSE;
96 } 166 }
97 167
98 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 169 }
170
101 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 172 return TRUE;
103} 173}
104 174
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
107 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
109 */ 181 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 183}
112 184
113/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 186 * they can be merged together.
115 * 187 *
116 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
119 * 191 *
120 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
121 * 193 *
122 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
123 * check weight 195 * check weight
124 */ 196 */
125 197bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 198{
127
128 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
130 201 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 202 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 203 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 204 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 205 return 0;
138 206
207 //TODO: this ain't working well, use nicer and correct overflow check
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 210 * used to store nrof).
142 */ 211 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 213 return 0;
145 214
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 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 215 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We 216 * 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 217 * 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 218 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 219 * flags lose any meaning.
166 */ 220 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 223
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 226
173 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 229 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 230 || ob1->title != ob2->title
177 */ 231 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 232 || ob1->weight != ob2->weight
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) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 252 return 0;
208 253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 /* if one object has inventory but the other doesn't, not equiv */
260 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
261 return 0;
262
263 /* Now check to see if the two inventory objects could merge */
264 if (!object::can_merge (ob1->inv, ob2->inv))
265 return 0;
266
267 /* inventory ok - still need to check rest of this object to see
268 * if it is valid.
269 */
270 }
271
209 /* Don't merge objects that are applied. With the new 'body' code, 272 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of 273 * 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. 274 * some items equipped, and we don't want those to merge.
212 */ 275 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 276 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 277 return 0;
215 278
279 /* Note sure why the following is the case - either the object has to
280 * be animated or have a very low speed. Is this an attempted monster
281 * check?
282 */
283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
284 return 0;
285
216 switch (ob1->type) { 286 switch (ob1->type)
287 {
217 case SCROLL: 288 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 289 if (ob1->level != ob2->level)
290 return 0;
219 break; 291 break;
220
221 } 292 }
293
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 294 if (ob1->key_values != NULL || ob2->key_values != NULL)
295 {
223 /* At least one of these has key_values. */ 296 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 297 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 298 /* One has fields, but the other one doesn't. */
299 return 0;
300 else if (!compare_ob_value_lists (ob1, ob2))
301 return 0;
302 }
303
304 if (ob1->self || ob2->self)
305 {
306 ob1->optimise ();
307 ob2->optimise ();
308
309 if (ob1->self || ob2->self)
310 if (!cfperl_can_merge (ob1, ob2))
226 return 0; 311 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) {
228 return 0;
229 }
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
236/* 318/*
237 * sum_weight() is a recursive function which calculates the weight 319 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 320 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 321 * containers are carrying, and sums it up.
240 */ 322 */
241signed long sum_weight(object *op) { 323long
324sum_weight (object *op)
325{
242 signed long sum; 326 long sum;
243 object *inv; 327 object *inv;
328
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 329 for (sum = 0, inv = op->inv; inv; inv = inv->below)
330 {
245 if (inv->inv) 331 if (inv->inv)
246 sum_weight(inv); 332 sum_weight (inv);
333
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 335 }
336
249 if (op->type == CONTAINER && op->stats.Str) 337 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 338 sum = (sum * (100 - op->stats.Str)) / 100;
339
251 if(op->carrying != sum) 340 if (op->carrying != sum)
252 op->carrying = sum; 341 op->carrying = sum;
342
253 return sum; 343 return sum;
254} 344}
255 345
256/** 346/**
257 * Return the outermost environment object for a given object. 347 * Return the outermost environment object for a given object.
258 */ 348 */
259 349
350object *
260object *object_get_env_recursive (object *op) { 351object_get_env_recursive (object *op)
352{
261 while (op->env != NULL) 353 while (op->env != NULL)
262 op = op->env; 354 op = op->env;
263 return op; 355 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} 356}
278 357
279/* 358/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 359 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 360 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 361 * The result of the dump is stored in the static global errmsg array.
283 */ 362 */
284 363char *
285void dump_object2(object *op) {
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 364dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 365{
340 char *cp; 366 if (!op)
367 return strdup ("[NULLOBJ]");
341 368
342 if(op==NULL) 369 object_freezer freezer;
343 { 370 op->write (freezer);
344 strcpy(outstr,"[NULL pointer]"); 371 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 372}
382 373
383/* 374/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 375 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 376 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 377 * If it's not a multi-object, it is returned.
387 */ 378 */
388 379object *
389object *get_nearest_part(object *op, const object *pl) { 380get_nearest_part (object *op, const object *pl)
381{
390 object *tmp,*closest; 382 object *tmp, *closest;
391 int last_dist,i; 383 int last_dist, i;
384
392 if(op->more==NULL) 385 if (op->more == NULL)
393 return op; 386 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 387 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 388 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 389 closest = tmp, last_dist = i;
397 return closest; 390 return closest;
398} 391}
399 392
400/* 393/*
401 * Returns the object which has the count-variable equal to the argument. 394 * Returns the object which has the count-variable equal to the argument.
402 */ 395 */
403 396object *
404object *find_object(tag_t i) { 397find_object (tag_t i)
405 object *op; 398{
406 for(op=objects;op!=NULL;op=op->next) 399 for_all_objects (op)
407 if(op->count==i) 400 if (op->count == i)
408 break;
409 return op; 401 return op;
402
403 return 0;
410} 404}
411 405
412/* 406/*
413 * Returns the first object which has a name equal to the argument. 407 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 408 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 409 * Enables features like "patch <name-of-other-player> food 999"
416 */ 410 */
417 411object *
418object *find_object_name(const char *str) { 412find_object_name (const char *str)
419 const char *name=add_string(str); 413{
414 shstr_cmp str_ (str);
420 object *op; 415 object *op;
421 for(op=objects;op!=NULL;op=op->next) 416
417 for_all_objects (op)
422 if(op->name==name) 418 if (op->name == str_)
423 break; 419 break;
424 free_string(name); 420
425 return op; 421 return op;
426} 422}
427 423
424void
428void free_all_object_data(void) { 425free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 426{
470 if (!op) return; 427 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 428}
478
479
480 429
481/* 430/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 431 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 432 * skill and experience objects.
484 */ 433 * ACTUALLY NO! investigate! TODO
485void set_owner (object *op, object *owner)
486{
487 if(owner==NULL||op==NULL)
488 return;
489
490 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid.
496 */
497 while (owner->owner && owner!=owner->owner &&
498 owner->ownercount==owner->owner->count) owner=owner->owner;
499
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */ 434 */
529 if (clone->type == PLAYER) owner=clone; 435void
530 else return; 436object::set_owner (object *owner)
437{
438 // allow objects which own objects
439 if (owner)
440 while (owner->owner)
441 owner = owner->owner;
442
443 this->owner = owner;
444}
445
446int
447object::slottype () const
448{
449 if (type == SKILL)
531 } 450 {
532 set_owner(op, owner); 451 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
533 452 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
453 }
454 else
455 {
456 if (slot [body_combat].info) return slot_combat;
457 if (slot [body_range ].info) return slot_ranged;
458 }
459
460 return slot_none;
534} 461}
535 462
536/* 463bool
537 * Resets vital variables in an object 464object::change_weapon (object *ob)
538 */ 465{
466 if (current_weapon == ob)
467 return true;
539 468
540void reset_object(object *op) { 469 if (chosen_skill)
470 chosen_skill->flag [FLAG_APPLIED] = false;
541 471
542 op->name = NULL; 472 current_weapon = ob;
543 op->name_pl = NULL; 473 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
544 op->title = NULL; 474
545 op->race = NULL; 475 if (chosen_skill)
546 op->slaying = NULL; 476 chosen_skill->flag [FLAG_APPLIED] = true;
547 op->skill = NULL; 477
548 op->msg = NULL; 478 update_stats ();
549 op->materialname = NULL; 479
550 op->lore = NULL; 480 if (ob)
551 clear_object(op); 481 {
482 // now check wether any body locations became invalid, in which case
483 // we cannot apply the weapon at the moment.
484 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
485 if (slot[i].used < 0)
486 {
487 current_weapon = chosen_skill = 0;
488 update_stats ();
489
490 new_draw_info_format (NDI_UNIQUE, 0, this,
491 "You try to balance all your items at once, "
492 "but the %s is just too much for your body. "
493 "[You need to unapply some items first.]", &ob->name);
494 return false;
495 }
496
497 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
498 }
499 else
500 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
501
502 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
503 {
504 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
505 &name, ob->debug_desc ());
506 return false;
507 }
508
509 return true;
552} 510}
553 511
554/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 513 * refcounts and freeing the links.
556 */ 514 */
515static void
557static void free_key_values(object * op) { 516free_key_values (object *op)
558 key_value * i; 517{
559 key_value * next = NULL; 518 for (key_value *i = op->key_values; i; )
560 519 {
561 if (op->key_values == NULL) return; 520 key_value *next = i->next;
521 delete i;
522
523 i = next;
562 524 }
563 for (i = op->key_values; i != NULL; i = next) { 525
564 /* Store next *first*. */ 526 op->key_values = 0;
565 next = i->next; 527}
528
529object &
530object::operator =(const object &src)
531{
532 bool is_freed = flag [FLAG_FREED];
533 bool is_removed = flag [FLAG_REMOVED];
534
535 *(object_copy *)this = src;
536
537 flag [FLAG_FREED] = is_freed;
538 flag [FLAG_REMOVED] = is_removed;
539
540 /* Copy over key_values, if any. */
541 if (src.key_values)
542 {
543 key_value *tail = 0;
544 key_values = 0;
545
546 for (key_value *i = src.key_values; i; i = i->next)
566 547 {
567 if (i->key) FREE_AND_CLEAR_STR(i->key); 548 key_value *new_link = new key_value;
568 if (i->value) FREE_AND_CLEAR_STR(i->value); 549
569 i->next = NULL; 550 new_link->next = 0;
570 free(i); 551 new_link->key = i->key;
571 } 552 new_link->value = i->value;
553
554 /* Try and be clever here, too. */
555 if (!key_values)
556 {
557 key_values = new_link;
558 tail = new_link;
559 }
560 else
561 {
562 tail->next = new_link;
563 tail = new_link;
564 }
565 }
572 566 }
573 op->key_values = NULL;
574} 567}
575 568
576
577/* 569/*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582void clear_object(object *op) {
583 op->clear ();
584
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op);
605
606 /* the memset will clear all these values for us, but we need
607 * to reduce the refcount on them.
608 */
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
618
619
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED);
626
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */
642
643 op->expmul=1.0;
644 op->face = blank_face;
645 op->attacked_by_count = (tag_t) -1;
646 if (settings.casting_time)
647 op->casting_time = -1;
648
649}
650
651/*
652 * copy object first frees everything allocated by the second object, 570 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 571 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 572 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 573 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
656 * if the first object is freed, the pointers in the new object 574 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 575 * will point at garbage.
658 */ 576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
659 581
660void copy_object(object *op2, object *op) { 582 if (speed < 0)
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 583 dst->speed_left -= rndm ();
662 event *evt, *evt2, *evt_new;
663 584
664 op->clear (); 585 dst->set_speed (dst->speed);
665
666 /* Decrement the refcounts, but don't bother zeroing the fields;
667 they'll be overwritten by memcpy. */
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678
679 /* Basically, same code as from clear_object() */
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
695
696 if(is_freed) SET_FLAG(op,FLAG_FREED);
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698 if(op->name!=NULL) add_refcount(op->name);
699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708
709 if((op2->speed<0) && !editor)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
711
712 /* Copy over event information */
713 evt2 = NULL;
714 for (evt = op2->events; evt; evt=evt->next) {
715 evt_new = (event *) malloc(sizeof(event));
716 memcpy(evt_new, evt, sizeof(event));
717 if (evt_new->hook) add_refcount(evt_new->hook);
718 if (evt_new->plugin) add_refcount(evt_new->plugin);
719 if (evt_new->options) add_refcount(evt_new->options);
720 evt_new->next = NULL;
721
722 /* Try to be a little clever here, and store away the
723 * last event we copied, so that its simpler to update the
724 * pointer.
725 */
726 if (evt2)
727 evt2->next = evt_new;
728 else
729 op->events = evt_new;
730
731 evt2 = evt_new;
732 }
733 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) {
735 key_value * tail = NULL;
736 key_value * i;
737
738 op->key_values = NULL;
739
740 for (i = op2->key_values; i != NULL; i = i->next) {
741 key_value * new_link = (key_value *) malloc(sizeof(key_value));
742
743 new_link->next = NULL;
744 new_link->key = add_refcount(i->key);
745 if (i->value)
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749
750 /* Try and be clever here, too. */
751 if (op->key_values == NULL) {
752 op->key_values = new_link;
753 tail = new_link;
754 } else {
755 tail->next = new_link;
756 tail = new_link;
757 }
758 }
759 }
760
761 update_ob_speed(op);
762} 586}
763 587
764/* 588void
765 * expand_objects() allocates more objects for the list of unused objects. 589object::instantiate ()
766 * It is called from get_object() if the unused list is empty. 590{
767 */ 591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
768 593
769void expand_objects(void) { 594 speed_left = -0.1f;
770 int i; 595 /* copy the body_info to the body_used - this is only really
771 object *obj; 596 * need for monsters, but doesn't hurt to do it for everything.
772 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object)); 597 * by doing so, when a monster is created, it has good starting
773 598 * values for the body_used info, so when items are created
774 if(obj==NULL) 599 * for it, they can be properly equipped.
775 fatal(OUT_OF_MEMORY);
776 free_objects=obj;
777 obj[0].prev=NULL;
778 obj[0].next= &obj[1],
779 SET_FLAG(&(obj[0]), FLAG_REMOVED);
780 SET_FLAG(&(obj[0]), FLAG_FREED);
781
782 for(i=1;i<OBJ_EXPAND-1;i++) {
783 obj[i].next= &obj[i+1],
784 obj[i].prev= &obj[i-1],
785 SET_FLAG(&(obj[i]), FLAG_REMOVED);
786 SET_FLAG(&(obj[i]), FLAG_FREED);
787 }
788 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789 obj[OBJ_EXPAND-1].next=NULL,
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792
793 nrofallocobjects += OBJ_EXPAND;
794 nroffreeobjects += OBJ_EXPAND;
795}
796
797/*
798 * get_object() grabs an object from the list of unused objects, makes
799 * sure it is initialised, and returns it.
800 * If there are no free objects, expand_objects() is called to get more.
801 */
802
803object *get_object(void) {
804 object *op;
805
806 if(free_objects==NULL) {
807 expand_objects();
808 }
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */ 600 */
815 op = realloc(op, sizeof(object)); 601 for (int i = NUM_BODY_LOCATIONS; i--; )
816 SET_FLAG(op, FLAG_REMOVED); 602 slot[i].used = slot[i].info;
817 SET_FLAG(op, FLAG_FREED);
818#endif
819 603
820 if(!QUERY_FLAG(op,FLAG_FREED)) { 604 attachable::instantiate ();
821 LOG(llevError,"Fatal: Getting busy object.\n"); 605}
822 } 606
823 free_objects=op->next; 607object *
824 if(free_objects!=NULL) 608object::clone ()
825 free_objects->prev=NULL; 609{
826 op->count= ++ob_count; 610 object *neu = create ();
827 op->name=NULL; 611 copy_to (neu);
828 op->name_pl=NULL;
829 op->title=NULL;
830 op->race=NULL;
831 op->slaying=NULL;
832 op->skill = NULL;
833 op->lore=NULL;
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op; 612 return neu;
847} 613}
848 614
849/* 615/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 616 * If an object with the IS_TURNABLE() flag needs to be turned due
851 * to the closest player being on the other side, this function can 617 * to the closest player being on the other side, this function can
852 * be called to update the face variable, _and_ how it looks on the map. 618 * be called to update the face variable, _and_ how it looks on the map.
853 */ 619 */
854 620void
855void update_turn_face(object *op) { 621update_turn_face (object *op)
622{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
857 return; 624 return;
625
858 SET_ANIMATION(op, op->direction); 626 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
860} 628}
861 629
862/* 630/*
863 * Updates the speed of an object. If the speed changes from 0 to another 631 * Updates the speed of an object. If the speed changes from 0 to another
864 * value, or vice versa, then add/remove the object from the active list. 632 * value, or vice versa, then add/remove the object from the active list.
865 * This function needs to be called whenever the speed of an object changes. 633 * This function needs to be called whenever the speed of an object changes.
866 */ 634 */
867 635void
868void update_ob_speed(object *op) { 636object::set_speed (float speed)
869 extern int arch_init; 637{
870 638 if (flag [FLAG_FREED] && speed)
871 /* No reason putting the archetypes objects on the speed list, 639 {
872 * since they never really need to be updated.
873 */
874
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
877#ifdef MANY_CORES 641 speed = 0;
878 abort();
879#else
880 op->speed = 0;
881#endif
882 } 642 }
883 if (arch_init) {
884 return;
885 }
886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 /* If already on active list, don't do anything */
888 if (op->active_next || op->active_prev || op==active_objects)
889 return;
890 643
891 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
892 * of the list. */ 645
893 op->active_next = active_objects; 646 if (has_active_speed ())
894 if (op->active_next!=NULL) 647 activate ();
895 op->active_next->active_prev = op;
896 active_objects = op;
897 }
898 else { 648 else
899 /* If not on the active list, nothing needs to be done */ 649 deactivate ();
900 if (!op->active_next && !op->active_prev && op!=active_objects)
901 return;
902
903 if (op->active_prev==NULL) {
904 active_objects = op->active_next;
905 if (op->active_next!=NULL)
906 op->active_next->active_prev = NULL;
907 }
908 else {
909 op->active_prev->active_next = op->active_next;
910 if (op->active_next)
911 op->active_next->active_prev = op->active_prev;
912 }
913 op->active_next = NULL;
914 op->active_prev = NULL;
915 }
916} 650}
917 651
918/* This function removes object 'op' from the list of active
919 * objects.
920 * This should only be used for style maps or other such
921 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object.
925 */
926void remove_from_active_list(object *op)
927{
928 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects)
930 return;
931
932 if (op->active_prev==NULL) {
933 active_objects = op->active_next;
934 if (op->active_next!=NULL)
935 op->active_next->active_prev = NULL;
936 }
937 else {
938 op->active_prev->active_next = op->active_next;
939 if (op->active_next)
940 op->active_next->active_prev = op->active_prev;
941 }
942 op->active_next = NULL;
943 op->active_prev = NULL;
944}
945
946/* 652/*
947 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
948 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
949 * by invisible objects by whatever is below them (unless it's another 655 * by invisible objects by whatever is below them (unless it's another
950 * invisible object, etc...) 656 * invisible object, etc...)
951 * If the object being updated is beneath a player, the look-window 657 * If the object being updated is beneath a player, the look-window
952 * of that player is updated (this might be a suboptimal way of 658 * of that player is updated (this might be a suboptimal way of
953 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
954 * 660 *
955 * action is a hint of what the caller believes need to be done. 661 * action is a hint of what the caller believes need to be done.
956 * For example, if the only thing that has changed is the face (due to
957 * an animation), we don't need to call update_position until that actually
958 * comes into view of a player. OTOH, many other things, like addition/removal
959 * of walls or living creatures may need us to update the flags now.
960 * current action are: 662 * current action are:
961 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 665 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
964 * as that is easier than trying to look at what may have changed. 666 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
966 */ 668 */
967 669void
968void update_object(object *op, int action) { 670update_object (object *op, int action)
969 int update_now=0, flags; 671{
970 MoveType move_on, move_off, move_block, move_slow;
971
972 if (op == NULL) { 672 if (op == NULL)
673 {
973 /* this should never happen */ 674 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 676 return;
976 }
977 677 }
978 if(op->env!=NULL) { 678
679 if (op->env)
680 {
979 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
980 * to do in this case. 682 * to do in this case.
981 */ 683 */
982 return; 684 return;
983 } 685 }
984 686
985 /* If the map is saving, don't do anything as everything is 687 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 688 * going to get freed anyways.
987 */ 689 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 690 if (!op->map || op->map->in_memory == MAP_SAVING)
989 691 return;
692
990 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 694 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 695 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 697#ifdef MANY_CORES
995 abort(); 698 abort ();
996#endif 699#endif
997 return; 700 return;
998 }
999 701 }
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1006 702
703 mapspace &m = op->ms ();
704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
1007 if (action == UP_OBJ_INSERT) { 707 else if (action == UP_OBJ_INSERT)
708 {
709 // this is likely overkill, TODO: revisit (schmorp)
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1009 update_now=1;
1010
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1012 update_now=1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1013 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1015 update_now=1; 716 || (m.move_on | op->move_on ) != m.move_on
1016 717 || (m.move_off | op->move_off ) != m.move_off
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 718 || (m.move_slow | op->move_slow) != m.move_slow
1018 update_now=1;
1019
1020 if ((move_on | op->move_on) != move_on) update_now=1;
1021 if ((move_off | op->move_off) != move_off) update_now=1;
1022 /* This isn't perfect, but I don't expect a lot of objects to 719 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 720 * to have move_allow right now.
1024 */ 721 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1026 update_now=1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 724 m.flags_ = 0;
1028 } 725 }
1029 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 728 * that is being removed.
1032 */ 729 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 731 m.flags_ = 0;
1035 } else if (action == UP_OBJ_FACE) { 732 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 733 /* Nothing to do for that case */ ;
1037 }
1038 else { 734 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 736
1042 if (update_now) {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y);
1045 }
1046
1047 if(op->more!=NULL) 737 if (op->more)
1048 update_object(op->more, action); 738 update_object (op->more, action);
1049} 739}
1050 740
741object::object ()
742{
743 SET_FLAG (this, FLAG_REMOVED);
1051 744
1052/* 745 expmul = 1.0;
1053 * free_object() frees everything allocated by an object, removes 746 face = blank_face;
1054 * it from the list of used objects, and puts it on the list of 747}
1055 * free objects. The IS_FREED() flag is set in the object. 748
1056 * The object must have been removed by remove_ob() first for 749object::~object ()
1057 * this function to succeed. 750{
751 unlink ();
752
753 free_key_values (this);
754}
755
756static int object_count;
757
758void object::link ()
759{
760 assert (!index);//D
761 uuid = gen_uuid ();
762 count = ++object_count;
763
764 refcnt_inc ();
765 objects.insert (this);
766}
767
768void object::unlink ()
769{
770 if (!index)
771 return;
772
773 objects.erase (this);
774 refcnt_dec ();
775}
776
777void
778object::activate ()
779{
780 /* If already on active list, don't do anything */
781 if (active)
782 return;
783
784 if (has_active_speed ())
785 actives.insert (this);
786}
787
788void
789object::activate_recursive ()
790{
791 activate ();
792
793 for (object *op = inv; op; op = op->below)
794 op->activate_recursive ();
795}
796
797/* This function removes object 'op' from the list of active
798 * objects.
799 * This should only be used for style maps or other such
800 * reference maps where you don't want an object that isn't
801 * in play chewing up cpu time getting processed.
802 * The reverse of this is to call update_ob_speed, which
803 * will do the right thing based on the speed of the object.
1058 * 804 */
1059 * If free_inventory is set, free inventory as well. Else drop items in 805void
1060 * inventory to the ground. 806object::deactivate ()
1061 */ 807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
1062 811
1063void free_object(object *ob) { 812 actives.erase (this);
1064 free_object2(ob, 0);
1065} 813}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 814
1069 ob->clear (); 815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
1070 820
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 821 deactivate ();
1072 LOG(llevDebug,"Free object called with non removed object\n"); 822}
1073 dump_object(ob); 823
1074#ifdef MANY_CORES 824void
1075 abort(); 825object::set_flag_inv (int flag, int value)
1076#endif 826{
827 for (object *op = inv; op; op = op->below)
1077 } 828 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 829 op->flag [flag] = value;
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 830 op->set_flag_inv (flag, value);
1080 remove_friendly_object(ob);
1081 } 831 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 832}
1083 dump_object(ob); 833
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 834/*
1085 return; 835 * Remove and free all objects in the inventory of the given object.
1086 } 836 * object.c ?
1087 if(ob->more!=NULL) { 837 */
1088 free_object2(ob->more, free_inventory); 838void
1089 ob->more=NULL; 839object::destroy_inv (bool drop_to_ground)
1090 } 840{
1091 if (ob->inv) { 841 // need to check first, because the checks below might segfault
842 // as we might be on an invalid mapspace and crossfire code
843 // is too buggy to ensure that the inventory is empty.
844 // corollary: if you create arrows etc. with stuff in tis inventory,
845 // cf will crash below with off-map x and y
846 if (!inv)
847 return;
848
1092 /* Only if the space blocks everything do we not process - 849 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 850 * if some form of movement is allowed, let objects
1094 * drop on that space. 851 * drop on that space.
1095 */ 852 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 853 if (!drop_to_ground
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 854 || !map
1098 { 855 || map->in_memory != MAP_IN_MEMORY
1099 op=ob->inv; 856 || map->nodrop
1100 while(op!=NULL) { 857 || ms ().move_block == MOVE_ALL)
1101 tmp=op->below; 858 {
1102 remove_ob(op); 859 while (inv)
1103 free_object2(op, free_inventory); 860 {
1104 op=tmp; 861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
1105 } 864 }
1106 } 865 else
1107 else { /* Put objects in inventory onto this space */ 866 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 867 while (inv)
1109 while(op!=NULL) { 868 {
1110 tmp=op->below; 869 object *op = inv;
1111 remove_ob(op); 870
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 871 if (op->flag [FLAG_STARTEQUIP]
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 872 || op->flag [FLAG_NO_DROP]
1114 free_object(op); 873 || op->type == RUNE
1115 else { 874 || op->type == TRAP
1116 op->x=ob->x; 875 || op->flag [FLAG_IS_A_TEMPLATE]
1117 op->y=ob->y; 876 || op->flag [FLAG_DESTROY_ON_DEATH])
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 877 op->destroy ();
1119 } 878 else
1120 op=tmp; 879 map->insert (op, x, y);
880 }
1121 } 881 }
1122 } 882}
883
884object *object::create ()
885{
886 object *op = new object;
887 op->link ();
888 return op;
889}
890
891void
892object::do_destroy ()
893{
894 attachable::do_destroy ();
895
896 if (flag [FLAG_IS_LINKED])
897 remove_button_link (this);
898
899 if (flag [FLAG_FRIENDLY])
900 remove_friendly_object (this);
901
902 if (!flag [FLAG_REMOVED])
903 remove ();
904
905 destroy_inv (true);
906
907 deactivate ();
908 unlink ();
909
910 flag [FLAG_FREED] = 1;
911
912 // hack to ensure that freed objects still have a valid map
913 {
914 static maptile *freed_map; // freed objects are moved here to avoid crashes
915
916 if (!freed_map)
917 {
918 freed_map = new maptile;
919
920 freed_map->path = "<freed objects map>";
921 freed_map->name = "/internal/freed_objects_map";
922 freed_map->width = 3;
923 freed_map->height = 3;
924
925 freed_map->alloc ();
926 freed_map->in_memory = MAP_IN_MEMORY;
1123 } 927 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127 928
1128 SET_FLAG(ob, FLAG_FREED); 929 map = freed_map;
1129 ob->count = 0; 930 x = 1;
1130 931 y = 1;
1131 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142 932 }
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152 933
934 if (more)
1153 935 {
1154 /* Why aren't events freed? */ 936 more->destroy ();
1155 free_key_values(ob); 937 more = 0;
938 }
1156 939
1157#if 0 /* MEMORY_DEBUG*/ 940 head = 0;
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159 * presumes the freed_object will stick around for at least a little
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170 941
1171 /* Now link it with the free_objects list: */ 942 // clear those pointers that likely might cause circular references
1172 ob->prev=NULL; 943 owner = 0;
1173 ob->next=free_objects; 944 enemy = 0;
1174 if(free_objects!=NULL) 945 attacked_by = 0;
1175 free_objects->prev=ob; 946 current_weapon = 0;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179} 947}
1180 948
1181/* 949void
1182 * count_free() returns the number of objects on the list of free objects. 950object::destroy (bool destroy_inventory)
1183 */ 951{
1184 952 if (destroyed ())
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i; 953 return;
1191}
1192 954
1193/* 955 if (destroy_inventory)
1194 * count_used() returns the number of objects on the list of used objects. 956 destroy_inv (false);
1195 */
1196 957
1197int count_used(void) { 958 if (is_head ())
1198 int i=0; 959 if (sound_destroy)
1199 object *tmp=objects; 960 play_sound (sound_destroy);
1200 while(tmp!=NULL) 961 else if (flag [FLAG_MONSTER])
1201 tmp=tmp->next, i++; 962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1202 return i;
1203}
1204 963
1205/* 964 attachable::destroy ();
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215} 965}
1216 966
1217/* 967/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 969 * weight of an object (and what is carried by it's environment(s)).
1220 */ 970 */
1221 971void
1222void sub_weight (object *op, signed long weight) { 972sub_weight (object *op, signed long weight)
973{
1223 while (op != NULL) { 974 while (op != NULL)
975 {
1224 if (op->type == CONTAINER) { 976 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 978
1227 op->carrying-=weight; 979 op->carrying -= weight;
1228 op = op->env; 980 op = op->env;
1229 } 981 }
1230} 982}
1231 983
1232/* remove_ob(op): 984/* op->remove ():
1233 * This function removes the object op from the linked list of objects 985 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the 986 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 989 * the previous environment.
1238 * Beware: This function is called from the editor as well!
1239 */ 990 */
1240 991void
1241void remove_ob(object *op) { 992object::do_remove ()
993{
1242 object *tmp,*last=NULL; 994 object *tmp, *last = 0;
1243 object *otmp; 995 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 996
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 998 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 999
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1270 1002
1003 if (more)
1004 more->remove ();
1005
1271 /* 1006 /*
1272 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1273 * inventory. 1008 * inventory.
1274 */ 1009 */
1275 if(op->env!=NULL) { 1010 if (env)
1276 if(op->nrof) 1011 {
1012 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 1013 sub_weight (env, weight * nrof);
1278 else 1014 else
1279 sub_weight(op->env, op->weight+op->carrying); 1015 sub_weight (env, weight + carrying);
1280 1016
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1017 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 1019 * to save cpu time.
1284 */ 1020 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1022 otmp->update_stats ();
1287 fix_player(otmp);
1288 1023
1289 if(op->above!=NULL) 1024 if (above)
1290 op->above->below=op->below; 1025 above->below = below;
1291 else 1026 else
1292 op->env->inv=op->below; 1027 env->inv = below;
1293 1028
1294 if(op->below!=NULL) 1029 if (below)
1295 op->below->above=op->above; 1030 below->above = above;
1296 1031
1297 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1033 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1300 */
1301 op->x=op->env->x,op->y=op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map;
1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL;
1306 return;
1307 }
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */ 1035 */
1036 x = env->x, y = env->y;
1037 map = env->map;
1038 above = 0, below = 0;
1039 env = 0;
1040 }
1041 else if (map)
1042 {
1043 if (type == PLAYER)
1044 {
1045 // leaving a spot always closes any open container on the ground
1046 if (container && !container->env)
1047 // this causes spurious floorbox updates, but it ensures
1048 // that the CLOSE event is being sent.
1049 close_container ();
1333 1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1057
1334 /* link the object above us */ 1058 /* link the object above us */
1335 if (op->above) 1059 if (above)
1336 op->above->below=op->below; 1060 above->below = below;
1337 else 1061 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1339 1063
1340 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1341 if(op->below) { 1065 if (below)
1342 op->below->above=op->above; 1066 below->above = above;
1343 } else { 1067 else
1068 {
1344 /* Nothing below, which means we need to relink map object for this space 1069 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1071 * evident
1347 */ 1072 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1073 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op);
1350 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1074 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078
1079 above = 0;
1080 below = 0;
1081
1359 if (op->map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1360 return; 1083 return;
1361 1084
1362 tag = op->count; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1365 /* No point updating the players look faces if he is the object
1366 * being removed.
1367 */
1368 1086
1369 if(tmp->type==PLAYER && tmp!=op) { 1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1370 /* If a container that the player is currently using somehow gets 1090 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1091 * removed (most likely destroyed), update the player view
1372 * appropriately. 1092 * appropriately.
1373 */ 1093 */
1374 if (tmp->container==op) { 1094 pl->close_container ();
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1095
1376 tmp->container=NULL; 1096 pl->contr->ns->floorbox_update ();
1377 } 1097 }
1378 tmp->contr->socket.update_look=1; 1098
1379 } 1099 for (tmp = ms.bot; tmp; tmp = tmp->above)
1100 {
1101 /* No point updating the players look faces if he is the object
1102 * being removed.
1103 */
1104
1380 /* See if player moving off should effect something */ 1105 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1108 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1109 {
1110 move_apply (tmp, this, 0);
1383 1111
1384 move_apply(tmp, op, NULL); 1112 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1114 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1115
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1116 last = tmp;
1117 }
1392 1118
1393 if(tmp->above == tmp)
1394 tmp->above = NULL;
1395 last=tmp;
1396 }
1397 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1120 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1122 map->at (x, y).flags_ = 0;
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else 1123 else
1408 update_object(last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1409 1125
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1412 1128 }
1413} 1129}
1414 1130
1415/* 1131/*
1416 * merge_ob(op,top): 1132 * merge_ob(op,top):
1417 * 1133 *
1418 * This function goes through all objects below and including top, and 1134 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1135 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1136 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1137 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1138 */
1423 1139object *
1424object *merge_ob(object *op, object *top) { 1140merge_ob (object *op, object *top)
1141{
1425 if(!op->nrof) 1142 if (!op->nrof)
1426 return 0; 1143 return 0;
1427 if(top==NULL) 1144
1145 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1148
1429 for(;top!=NULL;top=top->below) { 1149 for (; top; top = top->below)
1150 {
1430 if(top==op) 1151 if (top == op)
1431 continue; 1152 continue;
1432 if (CAN_MERGE(op,top)) 1153
1433 { 1154 if (object::can_merge (op, top))
1155 {
1434 top->nrof+=op->nrof; 1156 top->nrof += op->nrof;
1157
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1160 op->destroy ();
1438 free_object(op);
1439 return top; 1161 return top;
1440 } 1162 }
1441 } 1163 }
1164
1442 return NULL; 1165 return 0;
1443} 1166}
1444 1167
1168void
1169object::expand_tail ()
1170{
1171 if (more)
1172 return;
1173
1174 object *prev = this;
1175
1176 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1177 {
1178 object *op = arch_to_object (at);
1179
1180 op->name = name;
1181 op->name_pl = name_pl;
1182 op->title = title;
1183
1184 op->head = this;
1185 prev->more = op;
1186
1187 prev = op;
1188 }
1189}
1190
1445/* 1191/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1192 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1447 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1448 */ 1194 */
1195object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1196insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1197{
1451 if (op->head) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1199 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1455 tmp->y=y+tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1456 } 1202 }
1203
1457 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1458} 1205}
1459 1206
1460/* 1207/*
1461 * insert_ob_in_map (op, map, originator, flag): 1208 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1209 * This function inserts the object in the two-way linked list
1475 * Return value: 1222 * Return value:
1476 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1225 * just 'op' otherwise
1479 */ 1226 */
1480 1227object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1483 object *tmp, *top, *floor=NULL; 1232 object *top, *floor = NULL;
1484 sint16 x,y;
1485 1233
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1234 op->remove ();
1487 LOG (llevError, "Trying to insert freed object!\n");
1488 return NULL;
1489 }
1490 if(m==NULL) {
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493 return op;
1494 }
1495 if(out_of_map(m,op->x,op->y)) {
1496 dump_object(op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted.
1502 */
1503 abort();
1504#endif
1505 return op;
1506 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op;
1511 }
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */
1514 1235
1515 object *more = op->more;
1516
1517 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it.
1521 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y);
1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent.
1530 */
1531 more->map = m;
1532 }
1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535 if ( ! op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL;
1538 }
1539 }
1540 CLEAR_FLAG(op,FLAG_REMOVED);
1541
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now 1237 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1238 * need extra work
1549 */ 1239 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1551 x = op->x; 1241 {
1552 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1553 1245
1246 if (object *more = op->more)
1247 if (!insert_ob_in_map (more, m, originator, flag))
1248 return 0;
1249
1250 CLEAR_FLAG (op, FLAG_REMOVED);
1251
1252 op->map = m;
1253 mapspace &ms = op->ms ();
1254
1554 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1555 */ 1256 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1259 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1260 {
1560 remove_ob(tmp); 1261 op->nrof += tmp->nrof;
1561 free_object(tmp); 1262 tmp->destroy ();
1562 } 1263 }
1563 }
1564 1264
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1265 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1266 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1267
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1268 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1269 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1270
1570 if (flag & INS_BELOW_ORIGINATOR) { 1271 if (flag & INS_BELOW_ORIGINATOR)
1272 {
1571 if (originator->map != op->map || originator->x != op->x || 1273 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1274 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1275 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1276 abort ();
1575 } 1277 }
1278
1576 op->above = originator; 1279 op->above = originator;
1577 op->below = originator->below; 1280 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1281
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1282 if (op->below)
1283 op->below->above = op;
1284 else
1285 ms.bot = op;
1286
1580 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1581 originator->below = op; 1288 originator->below = op;
1582 } else { 1289 }
1290 else
1291 {
1292 top = ms.bot;
1293
1583 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1585 object *last=NULL; 1296 {
1586 /* 1297 object *last = 0;
1298
1299 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1300 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1302 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1303 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1304 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1305 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of 1306 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time 1307 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed 1308 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1597 */ 1310 */
1311 for (top = ms.bot; top; top = top->above)
1312 {
1313 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1314 floor = top;
1598 1315
1599 while (top != NULL) { 1316 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 { 1317 {
1606 /* We insert above top, so we want this object below this */ 1318 /* We insert above top, so we want this object below this */
1607 top=top->below; 1319 top = top->below;
1608 break; 1320 break;
1609 } 1321 }
1610 last = top; 1322
1611 top = top->above; 1323 last = top;
1612 } 1324 }
1325
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1326 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1327 top = last;
1615 1328
1616 /* We let update_position deal with figuring out what the space 1329 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1619 */ 1332 */
1620 1333
1621 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1623 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1338 * stacking is a bit odd.
1626 */ 1339 */
1627 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1341 && ms.flags () & P_BLOCKSVIEW
1629 (op->face && !op->face->visibility)) { 1342 && (op->face && !faces [op->face].visibility))
1343 {
1630 for (last=top; last != floor; last=last->below) 1344 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break;
1347
1632 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1349 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1351 * set top to the object below us.
1636 */ 1352 */
1637 if (last && last->below && last != floor) top=last->below; 1353 if (last && last->below && last != floor)
1638 } 1354 top = last->below;
1639 } /* If objects on this space */ 1355 }
1356 } /* If objects on this space */
1640 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1358 top = ms.top;
1359
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor;
1643 1362
1644 /* Top is the object that our object (op) is going to get inserted above. 1363 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1364 */
1646 1365
1647 /* First object on this space */ 1366 /* First object on this space */
1648 if (!top) { 1367 if (!top)
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1368 {
1650 if (op->above) op->above->below = op; 1369 op->above = ms.bot;
1651 op->below = NULL; 1370
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1371 if (op->above)
1653 } else { /* get inserted into the stack above top */ 1372 op->above->below = op;
1373
1374 op->below = 0;
1375 ms.bot = op;
1376 }
1377 else
1378 { /* get inserted into the stack above top */
1654 op->above = top->above; 1379 op->above = top->above;
1655 if (op->above) op->above->below = op; 1380
1381 if (op->above)
1382 op->above->below = op;
1383
1656 op->below = top; 1384 op->below = top;
1657 top->above = op; 1385 top->above = op;
1658 } 1386 }
1659 if (op->above==NULL) 1387
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1388 if (!op->above)
1389 ms.top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1662 1391
1663 if(op->type==PLAYER) 1392 if (op->type == PLAYER)
1393 {
1664 op->contr->do_los=1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1665 1398
1666 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1667 * it, so save a few ticks and start from there. 1400
1668 */
1669 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1402 if (object *pl = ms.player ())
1671 if (tmp->type == PLAYER) 1403 pl->contr->ns->floorbox_update ();
1672 tmp->contr->socket.update_look=1;
1673 }
1674 1404
1675 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1406 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players 1407 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1409 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1412 * of effect may be sufficient.
1683 */ 1413 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1686 1416
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1690 1419
1420 INVOKE_OBJECT (INSERT, op);
1691 1421
1692 /* Don't know if moving this to the end will break anything. However, 1422 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1694 * 1424 *
1695 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1428 * update_object().
1699 */ 1429 */
1700 1430
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1431 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1433 {
1704 if (check_move_on(op, originator)) 1434 if (check_move_on (op, originator))
1705 return NULL; 1435 return 0;
1706 1436
1707 /* If we are a multi part object, lets work our way through the check 1437 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1438 * walk on's.
1709 */ 1439 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1712 return NULL; 1442 return 0;
1713 } 1443 }
1444
1714 return op; 1445 return op;
1715} 1446}
1716 1447
1717/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first. 1449 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map. 1450 * op is the object to insert it under: supplies x and the map.
1720 */ 1451 */
1452void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1454{
1723 object *tmp1; 1455 object *tmp, *tmp1;
1724 1456
1725 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1726 1458
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1459 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1461 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1462
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1464
1736 1465 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1466 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1468}
1469
1470object *
1471object::insert_at (object *where, object *originator, int flags)
1472{
1473 return where->map->insert (this, where->x, where->y, originator, flags);
1474}
1740 1475
1741/* 1476/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1477 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1479 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1481 * global static errmsg array.
1747 */ 1482 */
1748 1483object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1484get_split_ob (object *orig_ob, uint32 nr)
1485{
1750 object *newob; 1486 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1488
1753 if(orig_ob->nrof<nr) { 1489 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 } 1490 {
1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1492 return NULL;
1493 }
1494
1758 newob = object_create_clone(orig_ob); 1495 newob = object_create_clone (orig_ob);
1496
1759 if((orig_ob->nrof-=nr)<1) { 1497 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1498 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1499 else if (!is_removed)
1500 {
1765 if(orig_ob->env!=NULL) 1501 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1503 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1504 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1505 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n"); 1506 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1507 return NULL;
1772 } 1508 }
1773 } 1509 }
1510
1774 newob->nrof=nr; 1511 newob->nrof = nr;
1775 1512
1776 return newob; 1513 return newob;
1777} 1514}
1778 1515
1779/* 1516/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1517 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1518 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1783 * 1520 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1521 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1522 */
1786 1523object *
1787object *decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1788{ 1525{
1789 object *tmp; 1526 object *tmp;
1790 player *pl;
1791 1527
1792 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1529 return op;
1794 1530
1795 if (i > op->nrof) 1531 if (i > op->nrof)
1796 i = op->nrof; 1532 i = op->nrof;
1797 1533
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1534 if (QUERY_FLAG (op, FLAG_REMOVED))
1535 op->nrof -= i;
1536 else if (op->env)
1537 {
1538 /* is this object in the players inventory, or sub container
1539 * therein?
1540 */
1541 tmp = op->in_player ();
1542 /* nope. Is this a container the player has opened?
1543 * If so, set tmp to that player.
1544 * IMO, searching through all the players will mostly
1545 * likely be quicker than following op->env to the map,
1546 * and then searching the map for a player.
1547 */
1548 if (!tmp)
1549 for_all_players (pl)
1550 if (pl->ob->container == op->env)
1551 {
1552 tmp = pl->ob;
1553 break;
1554 }
1555
1556 if (i < op->nrof)
1557 {
1558 sub_weight (op->env, op->weight * i);
1559 op->nrof -= i;
1560 if (tmp)
1561 esrv_send_item (tmp, op);
1562 }
1563 else
1564 {
1565 op->remove ();
1566 op->nrof = 0;
1567 if (tmp)
1568 esrv_del_item (tmp->contr, op->count);
1569 }
1799 { 1570 }
1571 else
1572 {
1573 object *above = op->above;
1574
1575 if (i < op->nrof)
1800 op->nrof -= i; 1576 op->nrof -= i;
1801 }
1802 else if (op->env != NULL)
1803 {
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else { 1577 else
1578 {
1828 remove_ob (op); 1579 op->remove ();
1829 op->nrof = 0; 1580 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 }
1833 } 1581 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838 1582
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */ 1583 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above) 1584 for (tmp = above; tmp; tmp = tmp->above)
1847 if (tmp->type == PLAYER) { 1585 if (tmp->type == PLAYER)
1586 {
1848 if (op->nrof) 1587 if (op->nrof)
1849 esrv_send_item(tmp, op); 1588 esrv_send_item (tmp, op);
1850 else 1589 else
1851 esrv_del_item(tmp->contr, op->count); 1590 esrv_del_item (tmp->contr, op->count);
1852 } 1591 }
1853 } 1592 }
1854 1593
1855 if (op->nrof) { 1594 if (op->nrof)
1856 return op; 1595 return op;
1857 } else { 1596 else
1858 free_object (op); 1597 {
1598 op->destroy ();
1859 return NULL; 1599 return 0;
1860 } 1600 }
1861} 1601}
1862 1602
1863/* 1603/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1866 */ 1606 */
1867 1607void
1868void add_weight (object *op, signed long weight) { 1608add_weight (object *op, signed long weight)
1609{
1869 while (op!=NULL) { 1610 while (op != NULL)
1611 {
1870 if (op->type == CONTAINER) { 1612 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1613 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1614
1873 op->carrying+=weight; 1615 op->carrying += weight;
1874 op=op->env; 1616 op = op->env;
1875 } 1617 }
1876} 1618}
1877 1619
1620object *
1621insert_ob_in_ob (object *op, object *where)
1622{
1623 if (!where)
1624 {
1625 char *dump = dump_object (op);
1626 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1627 free (dump);
1628 return op;
1629 }
1630
1631 if (where->head_ () != where)
1632 {
1633 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1634 where = where->head;
1635 }
1636
1637 return where->insert (op);
1638}
1639
1878/* 1640/*
1879 * insert_ob_in_ob(op,environment): 1641 * env->insert (op)
1880 * This function inserts the object op in the linked list 1642 * This function inserts the object op in the linked list
1881 * inside the object environment. 1643 * inside the object environment.
1882 * 1644 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1645 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1890 */ 1647 */
1891 1648object *
1892object *insert_ob_in_ob(object *op,object *where) { 1649object::insert (object *op)
1893 object *tmp, *otmp; 1650{
1894
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1652 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1653
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1654 if (op->more)
1655 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1656 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1657 return op;
1914 } 1658 }
1659
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1917 if(op->nrof) { 1663 if (op->nrof)
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1664 {
1919 if ( CAN_MERGE(tmp,op) ) { 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1666 if (object::can_merge (tmp, op))
1667 {
1920 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1669 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1671 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1672 * tmp->nrof, we need to increase the weight.
1925 */ 1673 */
1926 add_weight (where, op->weight*op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1675 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1676 op->destroy (); /* free the inserted object */
1929 op = tmp; 1677 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1678 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1679 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1680 break;
1933 } 1681 }
1934 1682
1935 /* I assume combined objects have no inventory 1683 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1684 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1685 * (if it was possible to merge). calling remove_ob will subtract
1938 * the weight, so we need to add it in again, since we actually do 1686 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1687 * the linking below
1940 */ 1688 */
1941 add_weight (where, op->weight*op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1690 }
1942 } else 1691 else
1943 add_weight (where, (op->weight+op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1944 1693
1945 otmp=is_player_inv(where); 1694 if (object *otmp = this->in_player ())
1946 if (otmp&&otmp->contr!=NULL) {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1696 otmp->update_stats ();
1949 }
1950 1697
1951 op->map=NULL; 1698 op->owner = 0; // its his/hers now. period.
1952 op->env=where; 1699 op->map = 0;
1700 op->env = this;
1953 op->above=NULL; 1701 op->above = 0;
1954 op->below=NULL; 1702 op->below = 0;
1955 op->x=0,op->y=0; 1703 op->x = op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1704
1958 /* reset the light list and los of the players on the map */ 1705 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1706 if (op->glow_radius && map)
1960 { 1707 {
1961#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1709 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1711 if (map->darkness)
1712 update_all_los (map, x, y);
1966 } 1713 }
1967 1714
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1715 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1716 * It sure simplifies this function...
1970 */ 1717 */
1971 if (where->inv==NULL) 1718 if (!inv)
1972 where->inv=op; 1719 inv = op;
1973 else { 1720 else
1721 {
1974 op->below = where->inv; 1722 op->below = inv;
1975 op->below->above = op; 1723 op->below->above = op;
1976 where->inv = op; 1724 inv = op;
1977 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1978 return op; 1729 return op;
1979} 1730}
1980 1731
1981/* 1732/*
1982 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1996 * 1747 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1748 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects 1749 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1750 * on top.
2000 */ 1751 */
2001 1752int
2002int check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
2003{ 1754{
2004 object *tmp; 1755 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1756 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1757 int x = op->x, y = op->y;
1758
2008 MoveType move_on, move_slow, move_block; 1759 MoveType move_on, move_slow, move_block;
2009 1760
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1761 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1762 return 0;
1763
1764 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1765 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1766 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1767
1768 /* if nothing on this space will slow op down or be applied,
1769 * no need to do checking below. have to make sure move_type
1770 * is set, as lots of objects don't have it set - we treat that
1771 * as walking.
1772 */
1773 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1774 return 0;
1775
1776 /* This is basically inverse logic of that below - basically,
1777 * if the object can avoid the move on or slow move, they do so,
1778 * but can't do it if the alternate movement they are using is
1779 * blocked. Logic on this seems confusing, but does seem correct.
1780 */
1781 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1782 return 0;
1783
1784 /* The objects have to be checked from top to bottom.
1785 * Hence, we first go to the top:
1786 */
1787
1788 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1789 {
1790 /* Trim the search when we find the first other spell effect
1791 * this helps performance so that if a space has 50 spell objects,
1792 * we don't need to check all of them.
1793 */
1794 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1795 break;
1796 }
1797
1798 for (; tmp; tmp = tmp->below)
1799 {
1800 if (tmp == op)
1801 continue; /* Can't apply yourself */
1802
1803 /* Check to see if one of the movement types should be slowed down.
1804 * Second check makes sure that the movement types not being slowed
1805 * (~slow_move) is not blocked on this space - just because the
1806 * space doesn't slow down swimming (for example), if you can't actually
1807 * swim on that space, can't use it to avoid the penalty.
1808 */
1809 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1810 {
1811 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1812 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1813 {
1814
1815 float
1816 diff = tmp->move_slow_penalty * fabs (op->speed);
1817
1818 if (op->type == PLAYER)
1819 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1820 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1821 diff /= 4.0;
1822
1823 op->speed_left -= diff;
1824 }
1825 }
1826
1827 /* Basically same logic as above, except now for actual apply. */
1828 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1829 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1830 {
1831 move_apply (tmp, op, originator);
1832
1833 if (op->destroyed ())
1834 return 1;
1835
1836 /* what the person/creature stepped onto has moved the object
1837 * someplace new. Don't process any further - if we did,
1838 * have a feeling strange problems would result.
1839 */
1840 if (op->map != m || op->x != x || op->y != y)
1841 return 0;
1842 }
1843 }
1844
1845 return 0;
2091} 1846}
2092 1847
2093/* 1848/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2097 */ 1852 */
2098 1853object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1854present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1855{
2101 if(m==NULL || out_of_map(m,x,y)) { 1856 if (!m || out_of_map (m, x, y))
1857 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1859 return NULL;
2104 } 1860 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1861
1862 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2106 if(tmp->arch == at) 1863 if (tmp->arch == at)
2107 return tmp; 1864 return tmp;
1865
2108 return NULL; 1866 return NULL;
2109} 1867}
2110 1868
2111/* 1869/*
2112 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
2115 */ 1873 */
2116 1874object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1875present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1876{
2119 if(out_of_map(m,x,y)) { 1877 if (out_of_map (m, x, y))
1878 {
2120 LOG(llevError,"Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1880 return NULL;
2122 } 1881 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1882
1883 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1884 if (tmp->type == type)
2125 return tmp; 1885 return tmp;
1886
2126 return NULL; 1887 return NULL;
2127} 1888}
2128 1889
2129/* 1890/*
2130 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
2133 */ 1894 */
2134 1895object *
2135object *present_in_ob(unsigned char type, const object *op) { 1896present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1897{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1899 if (tmp->type == type)
2139 return tmp; 1900 return tmp;
1901
2140 return NULL; 1902 return NULL;
2141} 1903}
2142 1904
2143/* 1905/*
2144 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1914 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1915 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1916 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1917 * to be unique.
2156 */ 1918 */
2157 1919object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1920present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1921{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1924 return tmp;
2164 } 1925
2165 return NULL; 1926 return 0;
2166} 1927}
2167 1928
2168/* 1929/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
2172 */ 1933 */
2173 1934object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1935present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1936{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1938 if (tmp->arch == at)
2178 return tmp; 1939 return tmp;
1940
2179 return NULL; 1941 return NULL;
2180} 1942}
2181 1943
2182/* 1944/*
2183 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2184 */ 1946 */
1947void
2185void flag_inv(object*op, int flag){ 1948flag_inv (object *op, int flag)
2186 object *tmp; 1949{
2187 if(op->inv) 1950 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1952 {
2189 SET_FLAG(tmp, flag); 1953 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1954 flag_inv (tmp, flag);
2191 } 1955 }
1956}
1957
2192}/* 1958/*
2193 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
2194 */ 1960 */
1961void
2195void unflag_inv(object*op, int flag){ 1962unflag_inv (object *op, int flag)
2196 object *tmp; 1963{
2197 if(op->inv) 1964 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1966 {
2199 CLEAR_FLAG(tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1968 unflag_inv (tmp, flag);
2201 } 1969 }
2202}
2203
2204/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function.
2209 */
2210
2211void set_cheat(object *op) {
2212 SET_FLAG(op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ);
2214} 1970}
2215 1971
2216/* 1972/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1973 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain 1974 * a spot at the given map and coordinates which will be able to contain
2232 * because arch_blocked (now ob_blocked) needs to know the movement type 1988 * because arch_blocked (now ob_blocked) needs to know the movement type
2233 * to know if the space in question will block the object. We can't use 1989 * to know if the space in question will block the object. We can't use
2234 * the archetype because that isn't correct if the monster has been 1990 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1991 * customized, changed states, etc.
2236 */ 1992 */
2237 1993int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1994find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1995{
2239 int i,index=0, flag; 1996 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 1997 int altern[SIZEOFFREE];
2241 1998
2242 for(i=start;i<stop;i++) { 1999 for (int i = start; i < stop; i++)
2000 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2001 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2002 if (!flag)
2245 altern[index++]=i; 2003 altern [index++] = i;
2246 2004
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2005 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 2006 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 2007 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 2008 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 2009 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2010 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2011 * won't look 2 spaces south of the target space.
2254 */ 2012 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2013 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2014 stop = maxfree[i];
2257 } 2015 }
2258 if(!index) return -1;
2259 return altern[RANDOM()%index];
2260}
2261 2016
2017 if (!index)
2018 return -1;
2019
2020 return altern [rndm (index)];
2021}
2022
2262/* 2023/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2024 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2025 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2026 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2027 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2028 */
2268 2029int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2030find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2031{
2271 for(i=0;i<SIZEOFFREE;i++) { 2032 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2033 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2034 return i;
2274 } 2035
2275 return -1; 2036 return -1;
2276} 2037}
2277 2038
2278/* 2039/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2040 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2041 * arr[begin..end-1].
2042 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2043 */
2044static void
2282static void permute(int *arr, int begin, int end) 2045permute (int *arr, int begin, int end)
2283{ 2046{
2284 int i, j, tmp, len; 2047 arr += begin;
2048 end -= begin;
2285 2049
2286 len = end-begin; 2050 while (--end)
2287 for(i = begin; i < end; i++) 2051 swap (arr [end], arr [rndm (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2052}
2296 2053
2297/* new function to make monster searching more efficient, and effective! 2054/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2055 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2056 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed 2057 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within 2058 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order. 2059 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2060 */
2061void
2304void get_search_arr(int *search_arr) 2062get_search_arr (int *search_arr)
2305{ 2063{
2306 int i; 2064 int i;
2307 2065
2308 for(i = 0; i < SIZEOFFREE; i++) 2066 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2067 search_arr[i] = i;
2311 }
2312 2068
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2069 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2070 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2071 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2072}
2317 2073
2318/* 2074/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2075 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2076 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2081 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info 2082 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move 2083 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2084 * there is capable of.
2329 */ 2085 */
2330 2086int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2087find_dir (maptile *m, int x, int y, object *exclude)
2088{
2332 int i,max=SIZEOFFREE, mflags; 2089 int i, max = SIZEOFFREE, mflags;
2090
2333 sint16 nx, ny; 2091 sint16 nx, ny;
2334 object *tmp; 2092 object *tmp;
2335 mapstruct *mp; 2093 maptile *mp;
2094
2336 MoveType blocked, move_type; 2095 MoveType blocked, move_type;
2337 2096
2338 if (exclude && exclude->head) { 2097 if (exclude && exclude->head_ () != exclude)
2098 {
2339 exclude = exclude->head; 2099 exclude = exclude->head;
2340 move_type = exclude->move_type; 2100 move_type = exclude->move_type;
2341 } else { 2101 }
2102 else
2103 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2104 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2105 move_type = MOVE_ALL;
2106 }
2107
2108 for (i = 1; i < max; i++)
2344 } 2109 {
2345 2110 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2111 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2112 ny = y + freearr_y[i];
2350 2113
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2114 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2115
2352 if (mflags & P_OUT_OF_MAP) { 2116 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2117 max = maxfree[i];
2354 } else { 2118 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2119 {
2120 mapspace &ms = mp->at (nx, ny);
2356 2121
2122 blocked = ms.move_block;
2123
2357 if ((move_type & blocked) == move_type) { 2124 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2125 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2126 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2127 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2128 for (tmp = ms.bot; tmp; tmp = tmp->above)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2129 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2363 break; 2130 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2364 } 2131 break;
2365 } 2132
2366 if(tmp) { 2133 if (tmp)
2367 return freedir[i]; 2134 return freedir[i];
2368 } 2135 }
2136 }
2369 } 2137 }
2370 } 2138
2371 }
2372 return 0; 2139 return 0;
2373} 2140}
2374 2141
2375/* 2142/*
2376 * distance(object 1, object 2) will return the square of the 2143 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2144 * distance between the two given objects.
2378 */ 2145 */
2379 2146int
2380int distance(const object *ob1, const object *ob2) { 2147distance (const object *ob1, const object *ob2)
2381 int i; 2148{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2149 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2150}
2386 2151
2387/* 2152/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2153 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another 2154 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2155 * object, needs to travel toward it.
2391 */ 2156 */
2392 2157int
2393int find_dir_2(int x, int y) { 2158find_dir_2 (int x, int y)
2159{
2394 int q; 2160 int q;
2395 2161
2396 if(y) 2162 if (y)
2397 q=x*100/y; 2163 q = x * 100 / y;
2398 else if (x) 2164 else if (x)
2399 q= -300*x; 2165 q = -300 * x;
2400 else 2166 else
2401 return 0; 2167 return 0;
2402 2168
2403 if(y>0) { 2169 if (y > 0)
2170 {
2404 if(q < -242) 2171 if (q < -242)
2405 return 3 ; 2172 return 3;
2406 if (q < -41) 2173 if (q < -41)
2407 return 2 ; 2174 return 2;
2408 if (q < 41) 2175 if (q < 41)
2409 return 1 ; 2176 return 1;
2410 if (q < 242) 2177 if (q < 242)
2411 return 8 ; 2178 return 8;
2412 return 7 ; 2179 return 7;
2413 } 2180 }
2414 2181
2415 if (q < -242) 2182 if (q < -242)
2416 return 7 ; 2183 return 7;
2417 if (q < -41) 2184 if (q < -41)
2418 return 6 ; 2185 return 6;
2419 if (q < 41) 2186 if (q < 41)
2420 return 5 ; 2187 return 5;
2421 if (q < 242) 2188 if (q < 242)
2422 return 4 ; 2189 return 4;
2423 2190
2424 return 3 ; 2191 return 3;
2425}
2426
2427/*
2428 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction).
2431 */
2432
2433int absdir(int d) {
2434 while(d<1) d+=8;
2435 while(d>8) d-=8;
2436 return d;
2437} 2192}
2438 2193
2439/* 2194/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2195 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2196 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2197 */
2443 2198int
2444int dirdiff(int dir1, int dir2) { 2199dirdiff (int dir1, int dir2)
2200{
2445 int d; 2201 int d;
2202
2446 d = abs(dir1 - dir2); 2203 d = abs (dir1 - dir2);
2447 if(d>4) 2204 if (d > 4)
2448 d = 8 - d; 2205 d = 8 - d;
2206
2449 return d; 2207 return d;
2450} 2208}
2451 2209
2452/* peterm: 2210/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2211 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2456 * This basically means that if direction is 15, then it could either go 2214 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are. 2215 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction 2216 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2217 * functions.
2460 */ 2218 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2219int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2220 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2221 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2222 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2223 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2224 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2225 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2226 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2227 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2228 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2229 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2230 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2231 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2232 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2233 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2234 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2235 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2236 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2237 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2238 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2239 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2240 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2241 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2242 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2243 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2244 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2245 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2246 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2247 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2248 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2249 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2250 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2251 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2252 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2253 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2254 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2255 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2256 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2257 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2258 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2259 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2260 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2261 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2262 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2263 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2264 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2265 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2266 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2267 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2268 {24, 9, -1}
2269}; /* 48 */
2512 2270
2513/* Recursive routine to step back and see if we can 2271/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2272 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2273 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2274 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2275 * Modified to be map tile aware -.MSW
2518 */ 2276 */
2519 2277int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2278can_see_monsterP (maptile *m, int x, int y, int dir)
2279{
2522 sint16 dx, dy; 2280 sint16 dx, dy;
2523 int mflags; 2281 int mflags;
2524 2282
2283 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2284 return 0; /* exit condition: invalid direction */
2526 2285
2527 dx = x + freearr_x[dir]; 2286 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2287 dy = y + freearr_y[dir];
2529 2288
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2289 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2290
2532 /* This functional arguably was incorrect before - it was 2291 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2292 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2293 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2294 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or 2295 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2296 * at least its move type.
2538 */ 2297 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2298 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2299 return 0;
2540 2300
2541 /* yes, can see. */ 2301 /* yes, can see. */
2542 if(dir < 9) return 1; 2302 if (dir < 9)
2303 return 1;
2304
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2305 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2306 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2307 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2308}
2547 2309
2548
2549
2550/* 2310/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2311 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2312 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2313 * picked up, otherwise 0.
2554 * 2314 *
2555 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2315 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2556 * core dumps if they do. 2316 * core dumps if they do.
2557 * 2317 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2318 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2319 */
2560 2320int
2561int can_pick(const object *who, const object *item) { 2321can_pick (const object *who, const object *item)
2322{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2323 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2324 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2325 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2326}
2567
2568 2327
2569/* 2328/*
2570 * create clone from object to another 2329 * create clone from object to another
2571 */ 2330 */
2331object *
2572object *object_create_clone (object *asrc) { 2332object_create_clone (object *asrc)
2333{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2334 object *dst = 0, *tmp, *src, *prev, *item;
2574 2335
2575 if(!asrc) return NULL; 2336 if (!asrc)
2576 src = asrc; 2337 return 0;
2577 if(src->head) 2338
2578 src = src->head; 2339 src = asrc->head_ ();
2579 2340
2580 prev = NULL; 2341 prev = 0;
2581 for(part = src; part; part = part->more) { 2342 for (object *part = src; part; part = part->more)
2582 tmp = get_object(); 2343 {
2583 copy_object(part,tmp); 2344 tmp = part->clone ();
2584 tmp->x -= src->x; 2345 tmp->x -= src->x;
2585 tmp->y -= src->y; 2346 tmp->y -= src->y;
2347
2586 if(!part->head) { 2348 if (!part->head)
2349 {
2587 dst = tmp; 2350 dst = tmp;
2588 tmp->head = NULL;
2589 } else {
2590 tmp->head = dst; 2351 tmp->head = 0;
2591 } 2352 }
2353 else
2354 tmp->head = dst;
2355
2592 tmp->more = NULL; 2356 tmp->more = 0;
2357
2593 if(prev) 2358 if (prev)
2594 prev->more = tmp; 2359 prev->more = tmp;
2360
2595 prev = tmp; 2361 prev = tmp;
2596 } 2362 }
2597 /*** copy inventory ***/ 2363
2598 for(item = src->inv; item; item = item->below) { 2364 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2365 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2366
2602 return dst; 2367 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611}
2612
2613/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */
2619
2620object* load_object_str(const char *obstr)
2621{
2622 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF];
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2626 tempfile=fopen(filename,"w");
2627 if (tempfile == NULL)
2628 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n");
2630 return NULL;
2631 };
2632 fprintf(tempfile,obstr);
2633 fclose(tempfile);
2634
2635 op=get_object();
2636
2637 tempfile=fopen(filename,"r");
2638 if (tempfile == NULL)
2639 {
2640 LOG(llevError,"Error - Unable to read object temp file\n");
2641 return NULL;
2642 };
2643 object_thawer thawer (tempfile);
2644 load_object(thawer,op,LO_NEWFILE,0);
2645 LOG(llevDebug," load str completed, object=%s\n",op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED);
2647 fclose(tempfile);
2648 return op;
2649} 2368}
2650 2369
2651/* This returns the first object in who's inventory that 2370/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2371 * has the same type and subtype match.
2653 * returns NULL if no match. 2372 * returns NULL if no match.
2654 */ 2373 */
2374object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2375find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2376{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2378 if (tmp->type == type && tmp->subtype == subtype)
2379 return tmp;
2661 2380
2662 return NULL; 2381 return 0;
2663} 2382}
2664 2383
2665/* If ob has a field named key, return the link from the list, 2384/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2385 * otherwise return NULL.
2667 * 2386 *
2668 * key must be a passed in shared string - otherwise, this won't 2387 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2388 * do the desired thing.
2670 */ 2389 */
2390key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2391get_ob_key_link (const object *ob, const char *key)
2672 key_value * link; 2392{
2673
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2393 for (key_value *link = ob->key_values; link; link = link->next)
2675 if (link->key == key) { 2394 if (link->key == key)
2676 return link; 2395 return link;
2677 } 2396
2678 } 2397 return 0;
2679 2398}
2680 return NULL;
2681}
2682 2399
2683/* 2400/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2401 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2402 *
2686 * The argument doesn't need to be a shared string. 2403 * The argument doesn't need to be a shared string.
2687 * 2404 *
2688 * The returned string is shared. 2405 * The returned string is shared.
2689 */ 2406 */
2407const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2408get_ob_key_value (const object *op, const char *const key)
2409{
2691 key_value * link; 2410 key_value *link;
2692 const char * canonical_key; 2411 shstr_cmp canonical_key (key);
2412
2413 if (!canonical_key)
2693 2414 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2415 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2416 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2417 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2418 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2419 */
2702 return NULL; 2420 return 0;
2703 } 2421 }
2704 2422
2705 /* This is copied from get_ob_key_link() above - 2423 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2424 * only 4 lines, and saves the function call overhead.
2707 */ 2425 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2426 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2427 if (link->key == canonical_key)
2710 return link->value; 2428 return link->value;
2711 }
2712 }
2713 return NULL;
2714}
2715 2429
2430 return 0;
2431}
2716 2432
2717/* 2433/*
2718 * Updates the canonical_key in op to value. 2434 * Updates the canonical_key in op to value.
2719 * 2435 *
2720 * canonical_key is a shared string (value doesn't have to be). 2436 * canonical_key is a shared string (value doesn't have to be).
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2438 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2439 * keys.
2724 * 2440 *
2725 * Returns TRUE on success. 2441 * Returns TRUE on success.
2726 */ 2442 */
2443int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2444set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2445{
2728 key_value * field = NULL, *last=NULL; 2446 key_value *field = NULL, *last = NULL;
2729 2447
2730 for (field=op->key_values; field != NULL; field=field->next) { 2448 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2449 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2450 if (field->key != canonical_key)
2737 if (value) 2451 {
2738 field->value = add_string(value); 2452 last = field;
2739 else { 2453 continue;
2454 }
2455
2456 if (value)
2457 field->value = value;
2458 else
2459 {
2740 /* Basically, if the archetype has this key set, 2460 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2461 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2462 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2463 * we get this value back again.
2744 */ 2464 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2465 if (get_ob_key_link (op->arch, canonical_key))
2746 field->value = NULL; 2466 field->value = 0;
2747 else { 2467 else
2748 /* Delete this link */ 2468 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2469 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2470 last->next = field->next;
2751 if (last) last->next = field->next; 2471 else
2752 else op->key_values = field->next; 2472 op->key_values = field->next;
2753 free(field); 2473
2754 } 2474 delete field;
2755 } 2475 }
2476 }
2756 return TRUE; 2477 return TRUE;
2757 } 2478 }
2758 /* IF we get here, key doesn't exist */ 2479 /* IF we get here, key doesn't exist */
2759 2480
2760 /* No field, we'll have to add it. */ 2481 /* No field, we'll have to add it. */
2761 2482
2762 if (!add_key) { 2483 if (!add_key)
2763 return FALSE; 2484 return FALSE;
2764 } 2485
2765 /* There isn't any good reason to store a null 2486 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2487 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2488 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2489 * be here. If user wants to store empty strings,
2769 * should pass in "" 2490 * should pass in ""
2770 */ 2491 */
2771 if (value == NULL) return TRUE; 2492 if (value == NULL)
2772
2773 field = (key_value *) malloc(sizeof(key_value));
2774
2775 field->key = add_refcount(canonical_key);
2776 field->value = add_string(value);
2777 /* Usual prepend-addition. */
2778 field->next = op->key_values;
2779 op->key_values = field;
2780
2781 return TRUE; 2493 return TRUE;
2494
2495 field = new key_value;
2496
2497 field->key = canonical_key;
2498 field->value = value;
2499 /* Usual prepend-addition. */
2500 field->next = op->key_values;
2501 op->key_values = field;
2502
2503 return TRUE;
2782} 2504}
2783 2505
2784/* 2506/*
2785 * Updates the key in op to value. 2507 * Updates the key in op to value.
2786 * 2508 *
2788 * and not add new ones. 2510 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2511 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2512 *
2791 * Returns TRUE on success. 2513 * Returns TRUE on success.
2792 */ 2514 */
2515int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2516set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2517{
2795 int floating_ref = FALSE; 2518 shstr key_ (key);
2796 int ret; 2519
2520 return set_ob_key_value_s (op, key_, value, add_key);
2521}
2522
2523object::depth_iterator::depth_iterator (object *container)
2524: iterator_base (container)
2525{
2526 while (item->inv)
2527 item = item->inv;
2528}
2529
2530void
2531object::depth_iterator::next ()
2532{
2533 if (item->below)
2797 2534 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2535 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2536
2800 */ 2537 while (item->inv)
2538 item = item->inv;
2801 2539 }
2802 canonical_key = find_string(key); 2540 else
2803 if (canonical_key == NULL) { 2541 item = item->env;
2804 canonical_key = add_string(key); 2542}
2805 floating_ref = TRUE; 2543
2806 } 2544const char *
2545object::flag_desc (char *desc, int len) const
2546{
2547 char *p = desc;
2548 bool first = true;
2549
2550 *p = 0;
2551
2552 for (int i = 0; i < NUM_FLAGS; i++)
2807 2553 {
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2554 if (len <= 10) // magic constant!
2555 {
2556 snprintf (p, len, ",...");
2557 break;
2558 }
2559
2560 if (flag [i])
2561 {
2562 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2563 len -= cnt;
2564 p += cnt;
2565 first = false;
2566 }
2809 2567 }
2810 if (floating_ref) { 2568
2811 free_string(canonical_key); 2569 return desc;
2812 } 2570}
2813 2571
2572// return a suitable string describing an object in enough detail to find it
2573const char *
2574object::debug_desc (char *info) const
2575{
2576 char flagdesc[512];
2577 char info2[256 * 4];
2578 char *p = info;
2579
2580 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2581 count, uuid.seq,
2582 &name,
2583 title ? "\",title:\"" : "",
2584 title ? (const char *)title : "",
2585 flag_desc (flagdesc, 512), type);
2586
2587 if (!this->flag[FLAG_REMOVED] && env)
2588 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2589
2590 if (map)
2591 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2592
2593 return info;
2594}
2595
2596const char *
2597object::debug_desc () const
2598{
2599 static char info[3][256 * 4];
2600 static int info_idx;
2601
2602 return debug_desc (info [++info_idx % 3]);
2603}
2604
2605struct region *
2606object::region () const
2607{
2608 return map ? map->region (x, y)
2609 : region::default_region ();
2610}
2611
2612const materialtype_t *
2613object::dominant_material () const
2614{
2615 if (materialtype_t *mt = name_to_material (materialname))
2814 return ret; 2616 return mt;
2617
2618 return name_to_material (shstr_unknown);
2815} 2619}
2620
2621void
2622object::open_container (object *new_container)
2623{
2624 if (container == new_container)
2625 return;
2626
2627 if (object *old_container = container)
2628 {
2629 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2630 return;
2631
2632#if 0
2633 // remove the "Close old_container" object.
2634 if (object *closer = old_container->inv)
2635 if (closer->type == CLOSE_CON)
2636 closer->destroy ();
2637#endif
2638
2639 old_container->flag [FLAG_APPLIED] = 0;
2640 container = 0;
2641
2642 esrv_update_item (UPD_FLAGS, this, old_container);
2643 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2644 play_sound (sound_find ("chest_close"));
2645 }
2646
2647 if (new_container)
2648 {
2649 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2650 return;
2651
2652 // TODO: this does not seem to serve any purpose anymore?
2653#if 0
2654 // insert the "Close Container" object.
2655 if (archetype *closer = new_container->other_arch)
2656 {
2657 object *closer = arch_to_object (new_container->other_arch);
2658 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2659 new_container->insert (closer);
2660 }
2661#endif
2662
2663 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2664
2665 new_container->flag [FLAG_APPLIED] = 1;
2666 container = new_container;
2667
2668 esrv_update_item (UPD_FLAGS, this, new_container);
2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672}
2673
2674object *
2675object::force_find (const shstr name)
2676{
2677 /* cycle through his inventory to look for the MARK we want to
2678 * place
2679 */
2680 for (object *tmp = inv; tmp; tmp = tmp->below)
2681 if (tmp->type == FORCE && tmp->slaying == name)
2682 return splay (tmp);
2683
2684 return 0;
2685}
2686
2687void
2688object::force_add (const shstr name, int duration)
2689{
2690 if (object *force = force_find (name))
2691 force->destroy ();
2692
2693 object *force = get_archetype (FORCE_NAME);
2694
2695 force->slaying = name;
2696 force->stats.food = 1;
2697 force->speed_left = -1.f;
2698
2699 force->set_speed (duration ? 1.f / duration : 0.f);
2700 force->flag [FLAG_IS_USED_UP] = true;
2701 force->flag [FLAG_APPLIED] = true;
2702
2703 insert (force);
2704}
2705
2706void
2707object::play_sound (faceidx sound) const
2708{
2709 if (!sound)
2710 return;
2711
2712 if (flag [FLAG_REMOVED])
2713 return;
2714
2715 if (env)
2716 {
2717 if (object *pl = in_player ())
2718 pl->contr->play_sound (sound);
2719 }
2720 else
2721 map->play_sound (sound, x, y);
2722}
2723

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