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Comparing deliantra/server/common/object.C (file contents):
Revision 1.4 by root, Sat Aug 26 23:36:30 2006 UTC vs.
Revision 1.190 by root, Sat Sep 15 15:58:06 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 1.4 2006/08/26 23:36:30 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 }
91 159 }
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 op->current_weapon_script = NULL; 481 {
552 clear_object(op); 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;
553} 510}
554 511
555/* Zero the key_values on op, decrementing the shared-string 512/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 513 * refcounts and freeing the links.
557 */ 514 */
515static void
558static void free_key_values(object * op) { 516free_key_values (object *op)
559 key_value * i; 517{
560 key_value * next = NULL; 518 for (key_value *i = op->key_values; i; )
561 519 {
562 if (op->key_values == NULL) return; 520 key_value *next = i->next;
521 delete i;
522
523 i = next;
563 524 }
564 for (i = op->key_values; i != NULL; i = next) { 525
565 /* Store next *first*. */ 526 op->key_values = 0;
566 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)
567 547 {
568 if (i->key) FREE_AND_CLEAR_STR(i->key); 548 key_value *new_link = new key_value;
569 if (i->value) FREE_AND_CLEAR_STR(i->value); 549
570 i->next = NULL; 550 new_link->next = 0;
571 free(i); 551 new_link->key = i->key;
572 } 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 }
573 566 }
574 op->key_values = NULL;
575} 567}
576 568
577
578/* 569/*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op);
606
607 /* the memset will clear all these values for us, but we need
608 * to reduce the refcount on them.
609 */
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
619
620
621 memset((void*)op, 0, sizeof (object_special));
622 /* Below here, we clear things that are not done by the memset,
623 * or set default values that are not zero.
624 */
625 /* This is more or less true */
626 SET_FLAG(op, FLAG_REMOVED);
627
628
629 op->contr = NULL;
630 op->below=NULL;
631 op->above=NULL;
632 op->inv=NULL;
633 op->events=NULL;
634 op->container=NULL;
635 op->env=NULL;
636 op->more=NULL;
637 op->head=NULL;
638 op->map=NULL;
639 op->refcount=0;
640 op->active_next = NULL;
641 op->active_prev = NULL;
642 /* What is not cleared is next, prev, and count */
643
644 op->expmul=1.0;
645 op->face = blank_face;
646 op->attacked_by_count = (tag_t) -1;
647 if (settings.casting_time)
648 op->casting_time = -1;
649
650}
651
652/*
653 * copy object first frees everything allocated by the second object, 570 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 571 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 572 * object, allocating what needs to be allocated. Basically, any
656 * 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,
657 * 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
658 * will point at garbage. 575 * will point at garbage.
659 */ 576 */
577void
578object::copy_to (object *dst)
579{
580 *dst = *this;
660 581
661void copy_object(object *op2, object *op) { 582 if (speed < 0)
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 583 dst->speed_left -= rndm ();
663 event *evt, *evt2, *evt_new;
664 584
665 op->clear (); 585 dst->set_speed (dst->speed);
666
667 /* Decrement the refcounts, but don't bother zeroing the fields;
668 they'll be overwritten by memcpy. */
669 if(op->name!=NULL) free_string(op->name);
670 if(op->name_pl!=NULL) free_string(op->name_pl);
671 if(op->title!=NULL) free_string(op->title);
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679
680 /* Basically, same code as from clear_object() */
681 for (evt = op->events; evt; evt=evt2) {
682 evt2 = evt->next;
683
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op2->clone (op);
696
697 if(is_freed) SET_FLAG(op,FLAG_FREED);
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699 if(op->name!=NULL) add_refcount(op->name);
700 if(op->name_pl!=NULL) add_refcount(op->name_pl);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709
710 if((op2->speed<0) && !editor)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
712
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) {
736 key_value * tail = NULL;
737 key_value * i;
738
739 op->key_values = NULL;
740
741 for (i = op2->key_values; i != NULL; i = i->next) {
742 key_value * new_link = (key_value *) malloc(sizeof(key_value));
743
744 new_link->next = NULL;
745 new_link->key = add_refcount(i->key);
746 if (i->value)
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750
751 /* Try and be clever here, too. */
752 if (op->key_values == NULL) {
753 op->key_values = new_link;
754 tail = new_link;
755 } else {
756 tail->next = new_link;
757 tail = new_link;
758 }
759 }
760 }
761
762 update_ob_speed(op);
763} 586}
764 587
765/* 588void
766 * expand_objects() allocates more objects for the list of unused objects. 589object::instantiate ()
767 * It is called from get_object() if the unused list is empty. 590{
768 */ 591 if (!uuid.seq) // HACK
592 uuid = gen_uuid ();
769 593
770void expand_objects(void) { 594 speed_left = -0.1f;
771 int i; 595 /* copy the body_info to the body_used - this is only really
772 object *obj; 596 * need for monsters, but doesn't hurt to do it for everything.
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object)); 597 * by doing so, when a monster is created, it has good starting
774 598 * values for the body_used info, so when items are created
775 if(obj==NULL) 599 * for it, they can be properly equipped.
776 fatal(OUT_OF_MEMORY);
777 free_objects=obj;
778 obj[0].prev=NULL;
779 obj[0].next= &obj[1],
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796}
797
798/*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804object *get_object(void) {
805 object *op;
806
807 if(free_objects==NULL) {
808 expand_objects();
809 }
810 op=free_objects;
811#ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */ 600 */
816 op = realloc(op, sizeof(object)); 601 for (int i = NUM_BODY_LOCATIONS; i--; )
817 SET_FLAG(op, FLAG_REMOVED); 602 slot[i].used = slot[i].info;
818 SET_FLAG(op, FLAG_FREED);
819#endif
820 603
821 if(!QUERY_FLAG(op,FLAG_FREED)) { 604 attachable::instantiate ();
822 LOG(llevError,"Fatal: Getting busy object.\n"); 605}
823 } 606
824 free_objects=op->next; 607object *
825 if(free_objects!=NULL) 608object::clone ()
826 free_objects->prev=NULL; 609{
827 op->count= ++ob_count; 610 object *neu = create ();
828 op->name=NULL; 611 copy_to (neu);
829 op->name_pl=NULL;
830 op->title=NULL;
831 op->race=NULL;
832 op->slaying=NULL;
833 op->skill = NULL;
834 op->lore=NULL;
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op; 612 return neu;
848} 613}
849 614
850/* 615/*
851 * 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
852 * 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
853 * 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.
854 */ 619 */
855 620void
856void update_turn_face(object *op) { 621update_turn_face (object *op)
622{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 623 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
858 return; 624 return;
625
859 SET_ANIMATION(op, op->direction); 626 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 627 update_object (op, UP_OBJ_FACE);
861} 628}
862 629
863/* 630/*
864 * 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
865 * 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.
866 * 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.
867 */ 634 */
868 635void
869void update_ob_speed(object *op) { 636object::set_speed (float speed)
870 extern int arch_init; 637{
871 638 if (flag [FLAG_FREED] && speed)
872 /* No reason putting the archetypes objects on the speed list, 639 {
873 * since they never really need to be updated.
874 */
875
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 640 LOG (llevError, "Object %s is freed but has speed.\n", &name);
878#ifdef MANY_CORES 641 speed = 0;
879 abort();
880#else
881 op->speed = 0;
882#endif
883 } 642 }
884 if (arch_init) {
885 return;
886 }
887 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
888 /* If already on active list, don't do anything */
889 if (op->active_next || op->active_prev || op==active_objects)
890 return;
891 643
892 /* process_events() expects us to insert the object at the beginning 644 this->speed = speed;
893 * of the list. */ 645
894 op->active_next = active_objects; 646 if (has_active_speed ())
895 if (op->active_next!=NULL) 647 activate ();
896 op->active_next->active_prev = op;
897 active_objects = op;
898 }
899 else { 648 else
900 /* If not on the active list, nothing needs to be done */ 649 deactivate ();
901 if (!op->active_next && !op->active_prev && op!=active_objects)
902 return;
903
904 if (op->active_prev==NULL) {
905 active_objects = op->active_next;
906 if (op->active_next!=NULL)
907 op->active_next->active_prev = NULL;
908 }
909 else {
910 op->active_prev->active_next = op->active_next;
911 if (op->active_next)
912 op->active_next->active_prev = op->active_prev;
913 }
914 op->active_next = NULL;
915 op->active_prev = NULL;
916 }
917} 650}
918 651
919/* This function removes object 'op' from the list of active
920 * objects.
921 * This should only be used for style maps or other such
922 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object.
926 */
927void remove_from_active_list(object *op)
928{
929 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects)
931 return;
932
933 if (op->active_prev==NULL) {
934 active_objects = op->active_next;
935 if (op->active_next!=NULL)
936 op->active_next->active_prev = NULL;
937 }
938 else {
939 op->active_prev->active_next = op->active_next;
940 if (op->active_next)
941 op->active_next->active_prev = op->active_prev;
942 }
943 op->active_next = NULL;
944 op->active_prev = NULL;
945}
946
947/* 652/*
948 * update_object() updates the array which represents the map. 653 * update_object() updates the the map.
949 * It takes into account invisible objects (and represent squares covered 654 * It takes into account invisible objects (and represent squares covered
950 * 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
951 * invisible object, etc...) 656 * invisible object, etc...)
952 * 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
953 * 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
954 * updating that window, though, since update_object() is called _often_) 659 * updating that window, though, since update_object() is called _often_)
955 * 660 *
956 * 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.
957 * For example, if the only thing that has changed is the face (due to
958 * an animation), we don't need to call update_position until that actually
959 * comes into view of a player. OTOH, many other things, like addition/removal
960 * of walls or living creatures may need us to update the flags now.
961 * current action are: 662 * current action are:
962 * UP_OBJ_INSERT: op was inserted 663 * UP_OBJ_INSERT: op was inserted
963 * UP_OBJ_REMOVE: op was removed 664 * UP_OBJ_REMOVE: op was removed
964 * 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
965 * 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.
966 * UP_OBJ_FACE: only the objects face has changed. 667 * UP_OBJ_FACE: only the objects face has changed.
967 */ 668 */
968 669void
969void update_object(object *op, int action) { 670update_object (object *op, int action)
970 int update_now=0, flags; 671{
971 MoveType move_on, move_off, move_block, move_slow;
972
973 if (op == NULL) { 672 if (op == NULL)
673 {
974 /* this should never happen */ 674 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 675 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 676 return;
977 }
978 677 }
979 if(op->env!=NULL) { 678
679 if (op->env)
680 {
980 /* Animation is currently handled by client, so nothing 681 /* Animation is currently handled by client, so nothing
981 * to do in this case. 682 * to do in this case.
982 */ 683 */
983 return; 684 return;
984 } 685 }
985 686
986 /* 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
987 * going to get freed anyways. 688 * going to get freed anyways.
988 */ 689 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 690 if (!op->map || op->map->in_memory == MAP_SAVING)
990 691 return;
692
991 /* make sure the object is within map boundaries */ 693 /* make sure the object is within map boundaries */
992 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)
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 695 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 696 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 697#ifdef MANY_CORES
996 abort(); 698 abort ();
997#endif 699#endif
998 return; 700 return;
999 }
1000 701 }
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1004 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1005 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1007 702
703 mapspace &m = op->ms ();
704
705 if (!(m.flags_ & P_UPTODATE))
706 /* nop */;
1008 if (action == UP_OBJ_INSERT) { 707 else if (action == UP_OBJ_INSERT)
708 {
709 // this is likely overkill, TODO: revisit (schmorp)
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 710 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1010 update_now=1;
1011
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 711 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1013 update_now=1; 712 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1014 713 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
714 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 715 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1016 update_now=1; 716 || (m.move_on | op->move_on ) != m.move_on
1017 717 || (m.move_off | op->move_off ) != m.move_off
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 718 || (m.move_slow | op->move_slow) != m.move_slow
1019 update_now=1;
1020
1021 if ((move_on | op->move_on) != move_on) update_now=1;
1022 if ((move_off | op->move_off) != move_off) update_now=1;
1023 /* 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
1024 * to have move_allow right now. 720 * to have move_allow right now.
1025 */ 721 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 722 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1027 update_now=1; 723 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 724 m.flags_ = 0;
1029 } 725 }
1030 /* if the object is being removed, we can't make intelligent 726 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 727 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 728 * that is being removed.
1033 */ 729 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 730 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 731 m.flags_ = 0;
1036 } else if (action == UP_OBJ_FACE) { 732 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 733 /* Nothing to do for that case */ ;
1038 }
1039 else { 734 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 735 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 736
1043 if (update_now) {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045 update_position(op->map, op->x, op->y);
1046 }
1047
1048 if(op->more!=NULL) 737 if (op->more)
1049 update_object(op->more, action); 738 update_object (op->more, action);
1050} 739}
1051 740
741object::object ()
742{
743 SET_FLAG (this, FLAG_REMOVED);
1052 744
1053/* 745 expmul = 1.0;
1054 * free_object() frees everything allocated by an object, removes 746 face = blank_face;
1055 * it from the list of used objects, and puts it on the list of 747}
1056 * free objects. The IS_FREED() flag is set in the object. 748
1057 * The object must have been removed by remove_ob() first for 749object::~object ()
1058 * 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.
1059 * 804 */
1060 * If free_inventory is set, free inventory as well. Else drop items in 805void
1061 * inventory to the ground. 806object::deactivate ()
1062 */ 807{
808 /* If not on the active list, nothing needs to be done */
809 if (!active)
810 return;
1063 811
1064void free_object(object *ob) { 812 actives.erase (this);
1065 free_object2(ob, 0);
1066} 813}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069 814
1070 ob->clear (); 815void
816object::deactivate_recursive ()
817{
818 for (object *op = inv; op; op = op->below)
819 op->deactivate_recursive ();
1071 820
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 821 deactivate ();
1073 LOG(llevDebug,"Free object called with non removed object\n"); 822}
1074 dump_object(ob); 823
1075#ifdef MANY_CORES 824void
1076 abort(); 825object::set_flag_inv (int flag, int value)
1077#endif 826{
827 for (object *op = inv; op; op = op->below)
1078 } 828 {
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 829 op->flag [flag] = value;
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 830 op->set_flag_inv (flag, value);
1081 remove_friendly_object(ob);
1082 } 831 }
1083 if(QUERY_FLAG(ob,FLAG_FREED)) { 832}
1084 dump_object(ob); 833
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 834/*
1086 return; 835 * Remove and free all objects in the inventory of the given object.
1087 } 836 * object.c ?
1088 if(ob->more!=NULL) { 837 */
1089 free_object2(ob->more, free_inventory); 838void
1090 ob->more=NULL; 839object::destroy_inv (bool drop_to_ground)
1091 } 840{
1092 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
1093 /* Only if the space blocks everything do we not process - 849 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects 850 * if some form of movement is allowed, let objects
1095 * drop on that space. 851 * drop on that space.
1096 */ 852 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 853 if (!drop_to_ground
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 854 || !map
1099 { 855 || map->in_memory != MAP_IN_MEMORY
1100 op=ob->inv; 856 || map->nodrop
1101 while(op!=NULL) { 857 || ms ().move_block == MOVE_ALL)
1102 tmp=op->below; 858 {
1103 remove_ob(op); 859 while (inv)
1104 free_object2(op, free_inventory); 860 {
1105 op=tmp; 861 inv->destroy_inv (drop_to_ground);
862 inv->destroy ();
863 }
1106 } 864 }
1107 } 865 else
1108 else { /* Put objects in inventory onto this space */ 866 { /* Put objects in inventory onto this space */
1109 op=ob->inv; 867 while (inv)
1110 while(op!=NULL) { 868 {
1111 tmp=op->below; 869 object *op = inv;
1112 remove_ob(op); 870
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 871 if (op->flag [FLAG_STARTEQUIP]
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 872 || op->flag [FLAG_NO_DROP]
1115 free_object(op); 873 || op->type == RUNE
1116 else { 874 || op->type == TRAP
1117 op->x=ob->x; 875 || op->flag [FLAG_IS_A_TEMPLATE]
1118 op->y=ob->y; 876 || op->flag [FLAG_DESTROY_ON_DEATH])
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 877 op->destroy ();
1120 } 878 else
1121 op=tmp; 879 map->insert (op, x, y);
880 }
1122 } 881 }
1123 } 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;
1124 } 927 }
1125 /* Remove object from the active list */
1126 ob->speed = 0;
1127 update_ob_speed(ob);
1128 928
1129 SET_FLAG(ob, FLAG_FREED); 929 map = freed_map;
1130 ob->count = 0; 930 x = 1;
1131 931 y = 1;
1132 /* Remove this object from the list of used objects */
1133 if(ob->prev==NULL) {
1134 objects=ob->next;
1135 if(objects!=NULL)
1136 objects->prev=NULL;
1137 }
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143 932 }
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153 933
934 if (more)
1154 935 {
1155 /* Why aren't events freed? */ 936 more->destroy ();
1156 free_key_values(ob); 937 more = 0;
938 }
1157 939
1158#if 0 /* MEMORY_DEBUG*/ 940 head = 0;
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1160 * presumes the freed_object will stick around for at least a little
1161 * bit
1162 */
1163 /* this is necessary so that memory debugging programs will
1164 * be able to accurately report source of malloc. If we recycle
1165 * objects, then some other area may be doing the get_object
1166 * and not freeing it, but the original one that malloc'd the
1167 * object will get the blame.
1168 */
1169 free(ob);
1170#else
1171 941
1172 /* Now link it with the free_objects list: */ 942 // clear those pointers that likely might cause circular references
1173 ob->prev=NULL; 943 owner = 0;
1174 ob->next=free_objects; 944 enemy = 0;
1175 if(free_objects!=NULL) 945 attacked_by = 0;
1176 free_objects->prev=ob; 946 current_weapon = 0;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179#endif
1180} 947}
1181 948
1182/* 949void
1183 * count_free() returns the number of objects on the list of free objects. 950object::destroy (bool destroy_inventory)
1184 */ 951{
1185 952 if (destroyed ())
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects;
1189 while(tmp!=NULL)
1190 tmp=tmp->next, i++;
1191 return i; 953 return;
1192}
1193 954
1194/* 955 if (destroy_inventory)
1195 * count_used() returns the number of objects on the list of used objects. 956 destroy_inv (false);
1196 */
1197 957
1198int count_used(void) { 958 if (is_head ())
1199 int i=0; 959 if (sound_destroy)
1200 object *tmp=objects; 960 play_sound (sound_destroy);
1201 while(tmp!=NULL) 961 else if (flag [FLAG_MONSTER])
1202 tmp=tmp->next, i++; 962 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1203 return i;
1204}
1205 963
1206/* 964 attachable::destroy ();
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209
1210int count_active(void) {
1211 int i=0;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216} 965}
1217 966
1218/* 967/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 968 * sub_weight() recursively (outwards) subtracts a number from the
1220 * 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)).
1221 */ 970 */
1222 971void
1223void sub_weight (object *op, signed long weight) { 972sub_weight (object *op, signed long weight)
973{
1224 while (op != NULL) { 974 while (op != NULL)
975 {
1225 if (op->type == CONTAINER) { 976 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 977 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 978
1228 op->carrying-=weight; 979 op->carrying -= weight;
1229 op = op->env; 980 op = op->env;
1230 } 981 }
1231} 982}
1232 983
1233/* remove_ob(op): 984/* op->remove ():
1234 * 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
1235 * 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
1236 * object will have no environment. If the object previously had an 987 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 988 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 989 * the previous environment.
1239 * Beware: This function is called from the editor as well!
1240 */ 990 */
1241 991void
1242void remove_ob(object *op) { 992object::do_remove ()
993{
1243 object *tmp,*last=NULL; 994 object *tmp, *last = 0;
1244 object *otmp; 995 object *otmp;
1245 tag_t tag;
1246 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250 996
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 997 if (QUERY_FLAG (this, FLAG_REMOVED))
1252 dump_object(op); 998 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 999
1255 /* Changed it to always dump core in this case. As has been learned
1256 * in the past, trying to recover from errors almost always
1257 * make things worse, and this is a real error here - something
1258 * that should not happen.
1259 * Yes, if this was a mission critical app, trying to do something
1260 * to recover may make sense, but that is because failure of the app
1261 * may have other disastrous problems. Cf runs out of a script
1262 * so is easily enough restarted without any real problems.
1263 * MSW 2001-07-01
1264 */
1265 abort();
1266 }
1267 if(op->more!=NULL)
1268 remove_ob(op->more);
1269
1270 SET_FLAG(op, FLAG_REMOVED); 1000 SET_FLAG (this, FLAG_REMOVED);
1001 INVOKE_OBJECT (REMOVE, this);
1271 1002
1003 if (more)
1004 more->remove ();
1005
1272 /* 1006 /*
1273 * In this case, the object to be removed is in someones 1007 * In this case, the object to be removed is in someones
1274 * inventory. 1008 * inventory.
1275 */ 1009 */
1276 if(op->env!=NULL) { 1010 if (env)
1277 if(op->nrof) 1011 {
1012 if (nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 1013 sub_weight (env, weight * nrof);
1279 else 1014 else
1280 sub_weight(op->env, op->weight+op->carrying); 1015 sub_weight (env, weight + carrying);
1281 1016
1282 /* 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
1283 * made to players inventory. If set, avoiding the call 1018 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 1019 * to save cpu time.
1285 */ 1020 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1021 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1022 otmp->update_stats ();
1288 fix_player(otmp);
1289 1023
1290 if(op->above!=NULL) 1024 if (above)
1291 op->above->below=op->below; 1025 above->below = below;
1292 else 1026 else
1293 op->env->inv=op->below; 1027 env->inv = below;
1294 1028
1295 if(op->below!=NULL) 1029 if (below)
1296 op->below->above=op->above; 1030 below->above = above;
1297 1031
1298 /* we set up values so that it could be inserted into 1032 /* we set up values so that it could be inserted into
1299 * 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
1300 * to the caller to decide what we want to do. 1034 * to the caller to decide what we want to do.
1301 */
1302 op->x=op->env->x,op->y=op->env->y;
1303 op->ox=op->x,op->oy=op->y;
1304 op->map=op->env->map;
1305 op->above=NULL,op->below=NULL;
1306 op->env=NULL;
1307 return;
1308 }
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x;
1314 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y);
1316
1317 if (!m) {
1318 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1319 op->map->path, op->x, op->y);
1320 /* in old days, we used to set x and y to 0 and continue.
1321 * it seems if we get into this case, something is probablye
1322 * screwed up and should be fixed.
1323 */
1324 abort();
1325 }
1326 if (op->map != m) {
1327 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1328 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330
1331 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about
1333 */ 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 ();
1334 1050
1051 --map->players;
1052 map->touch ();
1053 }
1054
1055 map->dirty = true;
1056 mapspace &ms = this->ms ();
1057
1335 /* link the object above us */ 1058 /* link the object above us */
1336 if (op->above) 1059 if (above)
1337 op->above->below=op->below; 1060 above->below = below;
1338 else 1061 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1062 ms.top = below; /* we were top, set new top */
1340 1063
1341 /* Relink the object below us, if there is one */ 1064 /* Relink the object below us, if there is one */
1342 if(op->below) { 1065 if (below)
1343 op->below->above=op->above; 1066 below->above = above;
1344 } else { 1067 else
1068 {
1345 /* 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
1346 * use translated coordinates in case some oddness with map tiling is 1070 * use translated coordinates in case some oddness with map tiling is
1347 * evident 1071 * evident
1348 */ 1072 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 1073 if (GET_MAP_OB (map, x, y) != this)
1350 dump_object(op);
1351 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 ());
1352 dump_object(GET_MAP_OB(m,x,y));
1353 LOG(llevError,"%s\n",errmsg);
1354 }
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1356 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 1075
1076 ms.bot = above; /* goes on above it. */
1077 }
1078
1079 above = 0;
1080 below = 0;
1081
1360 if (op->map->in_memory == MAP_SAVING) 1082 if (map->in_memory == MAP_SAVING)
1361 return; 1083 return;
1362 1084
1363 tag = op->count; 1085 int check_walk_off = !flag [FLAG_NO_APPLY];
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1366 /* No point updating the players look faces if he is the object
1367 * being removed.
1368 */
1369 1086
1370 if(tmp->type==PLAYER && tmp!=op) { 1087 if (object *pl = ms.player ())
1088 {
1089 if (pl->container == this)
1371 /* If a container that the player is currently using somehow gets 1090 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1091 * removed (most likely destroyed), update the player view
1373 * appropriately. 1092 * appropriately.
1374 */ 1093 */
1375 if (tmp->container==op) { 1094 pl->close_container ();
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1095
1377 tmp->container=NULL; 1096 pl->contr->ns->floorbox_update ();
1378 } 1097 }
1379 tmp->contr->socket.update_look=1; 1098
1380 } 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
1381 /* See if player moving off should effect something */ 1105 /* See if object moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1106 if (check_walk_off
1107 && ((move_type & tmp->move_off)
1383 (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);
1384 1111
1385 move_apply(tmp, op, NULL); 1112 if (destroyed ())
1386 if (was_destroyed (op, tag)) { 1113 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1114 }
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391 1115
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1116 last = tmp;
1117 }
1393 1118
1394 if(tmp->above == tmp)
1395 tmp->above = NULL;
1396 last=tmp;
1397 }
1398 /* last == NULL of there are no objects on this space */ 1119 /* last == NULL if there are no objects on this space */
1399 if (last==NULL) { 1120 //TODO: this makes little sense, why only update the topmost object?
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1121 if (!last)
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1122 map->at (x, y).flags_ = 0;
1402 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways.
1404 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y);
1407 }
1408 else 1123 else
1409 update_object(last, UP_OBJ_REMOVE); 1124 update_object (last, UP_OBJ_REMOVE);
1410 1125
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1126 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1412 update_all_los(op->map, op->x, op->y); 1127 update_all_los (map, x, y);
1413 1128 }
1414} 1129}
1415 1130
1416/* 1131/*
1417 * merge_ob(op,top): 1132 * merge_ob(op,top):
1418 * 1133 *
1419 * This function goes through all objects below and including top, and 1134 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1135 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1136 * If top is NULL, it is calculated.
1422 * 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
1423 */ 1138 */
1424 1139object *
1425object *merge_ob(object *op, object *top) { 1140merge_ob (object *op, object *top)
1141{
1426 if(!op->nrof) 1142 if (!op->nrof)
1427 return 0; 1143 return 0;
1428 if(top==NULL) 1144
1145 if (top)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1146 for (top = op; top && top->above; top = top->above)
1147 ;
1148
1430 for(;top!=NULL;top=top->below) { 1149 for (; top; top = top->below)
1150 {
1431 if(top==op) 1151 if (top == op)
1432 continue; 1152 continue;
1433 if (CAN_MERGE(op,top)) 1153
1434 { 1154 if (object::can_merge (op, top))
1155 {
1435 top->nrof+=op->nrof; 1156 top->nrof += op->nrof;
1157
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1158/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1159 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1160 op->destroy ();
1439 free_object(op);
1440 return top; 1161 return top;
1441 } 1162 }
1442 } 1163 }
1164
1443 return NULL; 1165 return 0;
1444} 1166}
1445 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
1446/* 1191/*
1447 * 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
1448 * job preparing multi-part monsters 1193 * job preparing multi-part monsters.
1449 */ 1194 */
1195object *
1450object *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)
1451 object* tmp; 1197{
1452 if (op->head) 1198 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1453 op=op->head; 1199 {
1454 for (tmp=op;tmp;tmp=tmp->more){
1455 tmp->x=x+tmp->arch->clone.x; 1200 tmp->x = x + tmp->arch->x;
1456 tmp->y=y+tmp->arch->clone.y; 1201 tmp->y = y + tmp->arch->y;
1457 } 1202 }
1203
1458 return insert_ob_in_map (op, m, originator, flag); 1204 return insert_ob_in_map (op, m, originator, flag);
1459} 1205}
1460 1206
1461/* 1207/*
1462 * insert_ob_in_map (op, map, originator, flag): 1208 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1209 * This function inserts the object in the two-way linked list
1476 * Return value: 1222 * Return value:
1477 * new object if 'op' was merged with other object 1223 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1224 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1225 * just 'op' otherwise
1480 */ 1226 */
1481 1227object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1228insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1229{
1230 assert (!op->flag [FLAG_FREED]);
1231
1484 object *tmp, *top, *floor=NULL; 1232 object *top, *floor = NULL;
1485 sint16 x,y;
1486 1233
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1234 op->remove ();
1488 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL;
1490 }
1491 if(m==NULL) {
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1494 return op;
1495 }
1496 if(out_of_map(m,op->x,op->y)) {
1497 dump_object(op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1499#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object
1501 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted.
1503 */
1504 abort();
1505#endif
1506 return op;
1507 }
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1509 dump_object(op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1511 return op;
1512 }
1513 if(op->more!=NULL) {
1514 /* The part may be on a different map. */
1515 1235
1516 object *more = op->more;
1517
1518 /* We really need the caller to normalize coordinates - if
1519 * we set the map, that doesn't work if the location is within
1520 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it.
1522 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1524 /* Debugging information so you can see the last coordinates this object had */
1525 more->ox = more->x;
1526 more->oy = more->y;
1527 more->map = get_map_from_coord(m, &more->x, &more->y);
1528 } else if (!more->map) {
1529 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent.
1531 */
1532 more->map = m;
1533 }
1534
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1536 if ( ! op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1538 return NULL;
1539 }
1540 }
1541 CLEAR_FLAG(op,FLAG_REMOVED);
1542
1543 /* Debugging information so you can see the last coordinates this object had */
1544 op->ox=op->x;
1545 op->oy=op->y;
1546
1547 /* Ideally, the caller figures this out. However, it complicates a lot 1236 /* Ideally, the caller figures this out. However, it complicates a lot
1548 * 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
1549 * need extra work 1238 * need extra work
1550 */ 1239 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1240 if (!xy_normalise (m, op->x, op->y))
1552 x = op->x; 1241 {
1553 y = op->y; 1242 op->destroy ();
1243 return 0;
1244 }
1554 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
1555 /* this has to be done after we translate the coordinates. 1255 /* this has to be done after we translate the coordinates.
1556 */ 1256 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1257 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1258 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1259 if (object::can_merge (op, tmp))
1560 op->nrof+=tmp->nrof; 1260 {
1561 remove_ob(tmp); 1261 op->nrof += tmp->nrof;
1562 free_object(tmp); 1262 tmp->destroy ();
1563 } 1263 }
1564 }
1565 1264
1566 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 */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1266 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1267
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1268 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1269 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1270
1571 if (flag & INS_BELOW_ORIGINATOR) { 1271 if (flag & INS_BELOW_ORIGINATOR)
1272 {
1572 if (originator->map != op->map || originator->x != op->x || 1273 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1274 {
1574 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");
1575 abort(); 1276 abort ();
1576 } 1277 }
1278
1577 op->above = originator; 1279 op->above = originator;
1578 op->below = originator->below; 1280 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1281
1580 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
1581 /* since *below* originator, no need to update top */ 1287 /* since *below* originator, no need to update top */
1582 originator->below = op; 1288 originator->below = op;
1583 } else { 1289 }
1290 else
1291 {
1292 top = ms.bot;
1293
1584 /* If there are other objects, then */ 1294 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1295 if ((!(flag & INS_MAP_LOAD)) && top)
1586 object *last=NULL; 1296 {
1587 /* 1297 object *last = 0;
1298
1299 /*
1588 * 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.
1589 * We've already dealt with merging if appropriate. 1301 * We've already dealt with merging if appropriate.
1590 * 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
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1303 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1304 * floor, we want to insert above that and no further.
1593 * 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
1594 * 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
1595 * 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
1596 * 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
1597 * that flying non pickable objects are spell objects. 1309 * that flying non pickable objects are spell objects.
1598 */ 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;
1599 1315
1600 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))
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1603 if (QUERY_FLAG(top, FLAG_NO_PICK)
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1606 { 1317 {
1607 /* We insert above top, so we want this object below this */ 1318 /* We insert above top, so we want this object below this */
1608 top=top->below; 1319 top = top->below;
1609 break; 1320 break;
1610 } 1321 }
1611 last = top; 1322
1612 top = top->above; 1323 last = top;
1613 } 1324 }
1325
1614 /* 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 */
1615 top = last; 1327 top = last;
1616 1328
1617 /* We let update_position deal with figuring out what the space 1329 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1330 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1331 * makes things faster, and effectively the same result.
1620 */ 1332 */
1621 1333
1622 /* Have object 'fall below' other objects that block view. 1334 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1335 * Unless those objects are exits.
1624 * If INS_ON_TOP is used, don't do this processing 1336 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1337 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1338 * stacking is a bit odd.
1627 */ 1339 */
1628 if (!(flag & INS_ON_TOP) && 1340 if (!(flag & INS_ON_TOP)
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1341 && ms.flags () & P_BLOCKSVIEW
1630 (op->face && !op->face->visibility)) { 1342 && (op->face && !faces [op->face].visibility))
1343 {
1631 for (last=top; last != floor; last=last->below) 1344 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1345 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1346 break;
1347
1633 /* Check to see if we found the object that blocks view, 1348 /* Check to see if we found the object that blocks view,
1634 * 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
1635 * we can get inserted below this one, which requires we 1350 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1351 * set top to the object below us.
1637 */ 1352 */
1638 if (last && last->below && last != floor) top=last->below; 1353 if (last && last->below && last != floor)
1639 } 1354 top = last->below;
1640 } /* If objects on this space */ 1355 }
1356 } /* If objects on this space */
1641 if (flag & INS_MAP_LOAD) 1357 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1358 top = ms.top;
1359
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1360 if (flag & INS_ABOVE_FLOOR_ONLY)
1361 top = floor;
1644 1362
1645 /* 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.
1646 */ 1364 */
1647 1365
1648 /* First object on this space */ 1366 /* First object on this space */
1649 if (!top) { 1367 if (!top)
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1368 {
1651 if (op->above) op->above->below = op; 1369 op->above = ms.bot;
1652 op->below = NULL; 1370
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1371 if (op->above)
1654 } 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 */
1655 op->above = top->above; 1379 op->above = top->above;
1656 if (op->above) op->above->below = op; 1380
1381 if (op->above)
1382 op->above->below = op;
1383
1657 op->below = top; 1384 op->below = top;
1658 top->above = op; 1385 top->above = op;
1659 } 1386 }
1660 if (op->above==NULL) 1387
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1388 if (!op->above)
1389 ms.top = op;
1662 } /* else not INS_BELOW_ORIGINATOR */ 1390 } /* else not INS_BELOW_ORIGINATOR */
1663 1391
1664 if(op->type==PLAYER) 1392 if (op->type == PLAYER)
1393 {
1665 op->contr->do_los=1; 1394 op->contr->do_los = 1;
1395 ++op->map->players;
1396 op->map->touch ();
1397 }
1666 1398
1667 /* If we have a floor, we know the player, if any, will be above 1399 op->map->dirty = true;
1668 * it, so save a few ticks and start from there. 1400
1669 */
1670 if (!(flag & INS_MAP_LOAD)) 1401 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1402 if (object *pl = ms.player ())
1672 if (tmp->type == PLAYER) 1403 pl->contr->ns->floorbox_update ();
1673 tmp->contr->socket.update_look=1;
1674 }
1675 1404
1676 /* If this object glows, it may affect lighting conditions that are 1405 /* If this object glows, it may affect lighting conditions that are
1677 * 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
1678 * 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
1679 * on the map will get recalculated. The players could very well 1408 * on the map will get recalculated. The players could very well
1680 * 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 -
1681 * this should get redone to only look for players within range, 1410 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1411 * or just updating the P_UPTODATE for spaces within this area
1683 * of effect may be sufficient. 1412 * of effect may be sufficient.
1684 */ 1413 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1414 if (op->map->darkness && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1415 update_all_los (op->map, op->x, op->y);
1687 1416
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1417 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1418 update_object (op, UP_OBJ_INSERT);
1691 1419
1420 INVOKE_OBJECT (INSERT, op);
1692 1421
1693 /* 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,
1694 * we want to have update_look set above before calling this. 1423 * we want to have floorbox_update called before calling this.
1695 * 1424 *
1696 * check_move_on() must be after this because code called from 1425 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1426 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1427 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1428 * update_object().
1700 */ 1429 */
1701 1430
1702 /* 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 */
1703
1704 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1432 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1433 {
1705 if (check_move_on(op, originator)) 1434 if (check_move_on (op, originator))
1706 return NULL; 1435 return 0;
1707 1436
1708 /* 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
1709 * walk on's. 1438 * walk on's.
1710 */ 1439 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1440 for (object *tmp = op->more; tmp; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1441 if (check_move_on (tmp, originator))
1713 return NULL; 1442 return 0;
1714 } 1443 }
1444
1715 return op; 1445 return op;
1716} 1446}
1717 1447
1718/* this function inserts an object in the map, but if it 1448/* this function inserts an object in the map, but if it
1719 * 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.
1720 * 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.
1721 */ 1451 */
1452void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1453replace_insert_ob_in_map (const char *arch_string, object *op)
1723 object *tmp; 1454{
1724 object *tmp1; 1455 object *tmp, *tmp1;
1725 1456
1726 /* first search for itself and remove any old instances */ 1457 /* first search for itself and remove any old instances */
1727 1458
1728 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)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1460 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1730 remove_ob(tmp); 1461 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1462
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1463 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1464
1737 1465 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1466 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1467 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 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}
1741 1475
1742/* 1476/*
1743 * 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
1744 * is returned contains nr objects, and the remaining parts contains 1478 * is returned contains nr objects, and the remaining parts contains
1745 * 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).
1746 * On failure, NULL is returned, and the reason put into the 1480 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1481 * global static errmsg array.
1748 */ 1482 */
1749 1483object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1484get_split_ob (object *orig_ob, uint32 nr)
1485{
1751 object *newob; 1486 object *newob;
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1487 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1488
1754 if(orig_ob->nrof<nr) { 1489 if (orig_ob->nrof < nr)
1755 sprintf(errmsg,"There are only %d %ss.",
1756 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1757 return NULL;
1758 } 1490 {
1491 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1492 return NULL;
1493 }
1494
1759 newob = object_create_clone(orig_ob); 1495 newob = object_create_clone (orig_ob);
1496
1760 if((orig_ob->nrof-=nr)<1) { 1497 if ((orig_ob->nrof -= nr) < 1)
1761 if ( ! is_removed) 1498 orig_ob->destroy (1);
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) { 1499 else if (!is_removed)
1500 {
1766 if(orig_ob->env!=NULL) 1501 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1502 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 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 {
1769 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.");
1770 LOG(llevDebug,
1771 "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");
1772 return NULL; 1507 return NULL;
1773 } 1508 }
1774 } 1509 }
1510
1775 newob->nrof=nr; 1511 newob->nrof = nr;
1776 1512
1777 return newob; 1513 return newob;
1778} 1514}
1779 1515
1780/* 1516/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1517 * decrease_ob_nr(object, number) decreases a specified number from
1782 * 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
1783 * is subsequently removed and freed. 1519 * is subsequently removed and freed.
1784 * 1520 *
1785 * 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
1786 */ 1522 */
1787 1523object *
1788object *decrease_ob_nr (object *op, uint32 i) 1524decrease_ob_nr (object *op, uint32 i)
1789{ 1525{
1790 object *tmp; 1526 object *tmp;
1791 player *pl;
1792 1527
1793 if (i == 0) /* objects with op->nrof require this check */ 1528 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1529 return op;
1795 1530
1796 if (i > op->nrof) 1531 if (i > op->nrof)
1797 i = op->nrof; 1532 i = op->nrof;
1798 1533
1799 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 }
1800 { 1570 }
1571 else
1572 {
1573 object *above = op->above;
1574
1575 if (i < op->nrof)
1801 op->nrof -= i; 1576 op->nrof -= i;
1802 } 1577 else
1803 else if (op->env != NULL) 1578 {
1804 { 1579 op->remove ();
1805 /* is this object in the players inventory, or sub container
1806 * therein?
1807 */
1808 tmp = is_player_inv (op->env);
1809 /* nope. Is this a container the player has opened?
1810 * If so, set tmp to that player.
1811 * IMO, searching through all the players will mostly
1812 * likely be quicker than following op->env to the map,
1813 * and then searching the map for a player.
1814 */
1815 if (!tmp) {
1816 for (pl=first_player; pl; pl=pl->next)
1817 if (pl->ob->container == op->env) break;
1818 if (pl) tmp=pl->ob;
1819 else tmp=NULL;
1820 }
1821
1822 if (i < op->nrof) {
1823 sub_weight (op->env, op->weight * i);
1824 op->nrof -= i; 1580 op->nrof = 0;
1581 }
1582
1583 /* Since we just removed op, op->above is null */
1584 for (tmp = above; tmp; tmp = tmp->above)
1585 if (tmp->type == PLAYER)
1586 {
1825 if (tmp) { 1587 if (op->nrof)
1826 esrv_send_item(tmp, op); 1588 esrv_send_item (tmp, op);
1827 } 1589 else
1828 } else {
1829 remove_ob (op);
1830 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count); 1590 esrv_del_item (tmp->contr, op->count);
1833 } 1591 }
1834 }
1835 }
1836 else
1837 { 1592 }
1838 object *above = op->above;
1839 1593
1840 if (i < op->nrof) {
1841 op->nrof -= i;
1842 } else {
1843 remove_ob (op);
1844 op->nrof = 0;
1845 }
1846 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above)
1848 if (tmp->type == PLAYER) {
1849 if (op->nrof)
1850 esrv_send_item(tmp, op);
1851 else
1852 esrv_del_item(tmp->contr, op->count);
1853 }
1854 }
1855
1856 if (op->nrof) { 1594 if (op->nrof)
1857 return op; 1595 return op;
1858 } else { 1596 else
1859 free_object (op); 1597 {
1598 op->destroy ();
1860 return NULL; 1599 return 0;
1861 } 1600 }
1862} 1601}
1863 1602
1864/* 1603/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1604 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1605 * and also updates how much the environment(s) is/are carrying.
1867 */ 1606 */
1868 1607void
1869void add_weight (object *op, signed long weight) { 1608add_weight (object *op, signed long weight)
1609{
1870 while (op!=NULL) { 1610 while (op != NULL)
1611 {
1871 if (op->type == CONTAINER) { 1612 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1613 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1614
1874 op->carrying+=weight; 1615 op->carrying += weight;
1875 op=op->env; 1616 op = op->env;
1876 } 1617 }
1877} 1618}
1878 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
1879/* 1640/*
1880 * insert_ob_in_ob(op,environment): 1641 * env->insert (op)
1881 * This function inserts the object op in the linked list 1642 * This function inserts the object op in the linked list
1882 * inside the object environment. 1643 * inside the object environment.
1883 * 1644 *
1884 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1885 * the inventory at the last position or next to other objects of the same
1886 * type.
1887 * Frank: Now sorted by type, archetype and magic!
1888 *
1889 * 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
1890 * be != op, if items are merged. -Tero 1646 * be != op, if items are merged. -Tero
1891 */ 1647 */
1892 1648object *
1893object *insert_ob_in_ob(object *op,object *where) { 1649object::insert (object *op)
1894 object *tmp, *otmp; 1650{
1895
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1651 if (!QUERY_FLAG (op, FLAG_REMOVED))
1897 dump_object(op); 1652 op->remove ();
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1653
1899 return op;
1900 }
1901 if(where==NULL) {
1902 dump_object(op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1904 return op;
1905 }
1906 if (where->head) {
1907 LOG(llevDebug,
1908 "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head;
1910 }
1911 if (op->more) { 1654 if (op->more)
1655 {
1912 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);
1913 op->name, op->count);
1914 return op; 1657 return op;
1915 } 1658 }
1659
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1660 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1661 CLEAR_FLAG (op, FLAG_REMOVED);
1662
1918 if(op->nrof) { 1663 if (op->nrof)
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1664 {
1920 if ( CAN_MERGE(tmp,op) ) { 1665 for (object *tmp = inv; tmp; tmp = tmp->below)
1666 if (object::can_merge (tmp, op))
1667 {
1921 /* return the original object and remove inserted object 1668 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1669 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1670 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1671 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1672 * tmp->nrof, we need to increase the weight.
1926 */ 1673 */
1927 add_weight (where, op->weight*op->nrof); 1674 add_weight (this, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1675 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1676 op->destroy (); /* free the inserted object */
1930 op = tmp; 1677 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1678 op->remove (); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1679 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1680 break;
1934 } 1681 }
1935 1682
1936 /* I assume combined objects have no inventory 1683 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1684 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1685 * (if it was possible to merge). calling remove_ob will subtract
1939 * 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
1940 * the linking below 1687 * the linking below
1941 */ 1688 */
1942 add_weight (where, op->weight*op->nrof); 1689 add_weight (this, op->weight * op->nrof);
1690 }
1943 } else 1691 else
1944 add_weight (where, (op->weight+op->carrying)); 1692 add_weight (this, (op->weight + op->carrying));
1945 1693
1946 otmp=is_player_inv(where); 1694 if (object *otmp = this->in_player ())
1947 if (otmp&&otmp->contr!=NULL) {
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1695 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1696 otmp->update_stats ();
1950 }
1951 1697
1952 op->map=NULL; 1698 op->owner = 0; // its his/hers now. period.
1953 op->env=where; 1699 op->map = 0;
1700 op->env = this;
1954 op->above=NULL; 1701 op->above = 0;
1955 op->below=NULL; 1702 op->below = 0;
1956 op->x=0,op->y=0; 1703 op->x = op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1704
1959 /* 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 */
1960 if((op->glow_radius!=0)&&where->map) 1706 if (op->glow_radius && map)
1961 { 1707 {
1962#ifdef DEBUG_LIGHTS 1708#ifdef DEBUG_LIGHTS
1963 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);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1710#endif /* DEBUG_LIGHTS */
1966 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);
1967 } 1713 }
1968 1714
1969 /* 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.
1970 * It sure simplifies this function... 1716 * It sure simplifies this function...
1971 */ 1717 */
1972 if (where->inv==NULL) 1718 if (!inv)
1973 where->inv=op; 1719 inv = op;
1974 else { 1720 else
1721 {
1975 op->below = where->inv; 1722 op->below = inv;
1976 op->below->above = op; 1723 op->below->above = op;
1977 where->inv = op; 1724 inv = op;
1978 } 1725 }
1726
1727 INVOKE_OBJECT (INSERT, this);
1728
1979 return op; 1729 return op;
1980} 1730}
1981 1731
1982/* 1732/*
1983 * Checks if any objects has a move_type that matches objects 1733 * Checks if any objects has a move_type that matches objects
1997 * 1747 *
1998 * 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
1999 * 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
2000 * on top. 1750 * on top.
2001 */ 1751 */
2002 1752int
2003int check_move_on (object *op, object *originator) 1753check_move_on (object *op, object *originator)
2004{ 1754{
2005 object *tmp; 1755 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map; 1756 maptile *m = op->map;
2008 int x=op->x, y=op->y; 1757 int x = op->x, y = op->y;
1758
2009 MoveType move_on, move_slow, move_block; 1759 MoveType move_on, move_slow, move_block;
2010 1760
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1761 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2012 return 0;
2013
2014 tag = op->count;
2015
2016 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2017 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2018 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2019
2020 /* if nothing on this space will slow op down or be applied,
2021 * no need to do checking below. have to make sure move_type
2022 * is set, as lots of objects don't have it set - we treat that
2023 * as walking.
2024 */
2025 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2026 return 0;
2027
2028 /* This is basically inverse logic of that below - basically,
2029 * if the object can avoid the move on or slow move, they do so,
2030 * but can't do it if the alternate movement they are using is
2031 * blocked. Logic on this seems confusing, but does seem correct.
2032 */
2033 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2034 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2035
2036 /* The objects have to be checked from top to bottom.
2037 * Hence, we first go to the top:
2038 */
2039
2040 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2041 tmp->above!=NULL; tmp=tmp->above) {
2042 /* Trim the search when we find the first other spell effect
2043 * this helps performance so that if a space has 50 spell objects,
2044 * we don't need to check all of them.
2045 */
2046 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2047 }
2048 for(;tmp!=NULL; tmp=tmp->below) {
2049 if (tmp == op) continue; /* Can't apply yourself */
2050
2051 /* Check to see if one of the movement types should be slowed down.
2052 * Second check makes sure that the movement types not being slowed
2053 * (~slow_move) is not blocked on this space - just because the
2054 * space doesn't slow down swimming (for example), if you can't actually
2055 * swim on that space, can't use it to avoid the penalty.
2056 */
2057 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2058 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2059 ((op->move_type & tmp->move_slow) &&
2060 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2061
2062 float diff;
2063
2064 diff = tmp->move_slow_penalty*FABS(op->speed);
2065 if (op->type == PLAYER) {
2066 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2067 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2068 diff /= 4.0;
2069 }
2070 }
2071 op->speed_left -= diff;
2072 }
2073 }
2074
2075 /* Basically same logic as above, except now for actual apply. */
2076 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2077 ((op->move_type & tmp->move_on) &&
2078 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2079
2080 move_apply(tmp, op, originator);
2081 if (was_destroyed (op, tag))
2082 return 1;
2083
2084 /* what the person/creature stepped onto has moved the object
2085 * someplace new. Don't process any further - if we did,
2086 * have a feeling strange problems would result.
2087 */
2088 if (op->map != m || op->x != x || op->y != y) return 0;
2089 }
2090 }
2091 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;
2092} 1846}
2093 1847
2094/* 1848/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1849 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1850 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1851 * The first matching object is returned, or NULL if none.
2098 */ 1852 */
2099 1853object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1854present_arch (const archetype *at, maptile *m, int x, int y)
2101 object *tmp; 1855{
2102 if(m==NULL || out_of_map(m,x,y)) { 1856 if (!m || out_of_map (m, x, y))
1857 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1858 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1859 return NULL;
2105 } 1860 }
2106 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)
2107 if(tmp->arch == at) 1863 if (tmp->arch == at)
2108 return tmp; 1864 return tmp;
1865
2109 return NULL; 1866 return NULL;
2110} 1867}
2111 1868
2112/* 1869/*
2113 * present(type, map, x, y) searches for any objects with 1870 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1871 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1872 * The first matching object is returned, or NULL if none.
2116 */ 1873 */
2117 1874object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1875present (unsigned char type, maptile *m, int x, int y)
2119 object *tmp; 1876{
2120 if(out_of_map(m,x,y)) { 1877 if (out_of_map (m, x, y))
1878 {
2121 LOG(llevError,"Present called outside map.\n"); 1879 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1880 return NULL;
2123 } 1881 }
2124 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)
2125 if(tmp->type==type) 1884 if (tmp->type == type)
2126 return tmp; 1885 return tmp;
1886
2127 return NULL; 1887 return NULL;
2128} 1888}
2129 1889
2130/* 1890/*
2131 * present_in_ob(type, object) searches for any objects with 1891 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1892 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1893 * The first matching object is returned, or NULL if none.
2134 */ 1894 */
2135 1895object *
2136object *present_in_ob(unsigned char type, const object *op) { 1896present_in_ob (unsigned char type, const object *op)
2137 object *tmp; 1897{
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1898 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 1899 if (tmp->type == type)
2140 return tmp; 1900 return tmp;
1901
2141 return NULL; 1902 return NULL;
2142} 1903}
2143 1904
2144/* 1905/*
2145 * present_in_ob (type, str, object) searches for any objects with 1906 * present_in_ob (type, str, object) searches for any objects with
2153 * 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
2154 * 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
2155 * 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
2156 * to be unique. 1917 * to be unique.
2157 */ 1918 */
2158 1919object *
2159object *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)
2160 object *tmp; 1921{
2161
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1922 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1923 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 1924 return tmp;
2165 } 1925
2166 return NULL; 1926 return 0;
2167} 1927}
2168 1928
2169/* 1929/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 1930 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 1931 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 1932 * The first matching object is returned, or NULL if none.
2173 */ 1933 */
2174 1934object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 1935present_arch_in_ob (const archetype *at, const object *op)
2176 object *tmp; 1936{
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1937 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 1938 if (tmp->arch == at)
2179 return tmp; 1939 return tmp;
1940
2180 return NULL; 1941 return NULL;
2181} 1942}
2182 1943
2183/* 1944/*
2184 * activate recursively a flag on an object inventory 1945 * activate recursively a flag on an object inventory
2185 */ 1946 */
1947void
2186void flag_inv(object*op, int flag){ 1948flag_inv (object *op, int flag)
2187 object *tmp; 1949{
2188 if(op->inv) 1950 if (op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1951 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1952 {
2190 SET_FLAG(tmp, flag); 1953 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 1954 flag_inv (tmp, flag);
2192 } 1955 }
1956}
1957
2193}/* 1958/*
2194 * desactivate recursively a flag on an object inventory 1959 * deactivate recursively a flag on an object inventory
2195 */ 1960 */
1961void
2196void unflag_inv(object*op, int flag){ 1962unflag_inv (object *op, int flag)
2197 object *tmp; 1963{
2198 if(op->inv) 1964 if (op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1965 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1966 {
2200 CLEAR_FLAG(tmp, flag); 1967 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 1968 unflag_inv (tmp, flag);
2202 } 1969 }
2203}
2204
2205/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for
2209 * him/her-self and all object carried by a call to this function.
2210 */
2211
2212void set_cheat(object *op) {
2213 SET_FLAG(op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ);
2215} 1970}
2216 1971
2217/* 1972/*
2218 * 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
2219 * 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
2233 * 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
2234 * 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
2235 * 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
2236 * customized, changed states, etc. 1991 * customized, changed states, etc.
2237 */ 1992 */
2238 1993int
2239int 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{
1996 int altern[SIZEOFFREE];
2240 int i,index=0, flag; 1997 int index = 0, flag;
2241 static int altern[SIZEOFFREE];
2242 1998
2243 for(i=start;i<stop;i++) { 1999 for (int i = start; i < stop; i++)
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2000 {
2245 if(!flag) 2001 mapxy pos (m, x, y); pos.move (i);
2002
2003 if (!pos.normalise ())
2004 continue;
2005
2006 mapspace &ms = *pos;
2007
2008 if (ms.flags () & P_IS_ALIVE)
2009 continue;
2010
2011 /* However, often
2012 * ob doesn't have any move type (when used to place exits)
2013 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2014 */
2015 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2016 {
2246 altern[index++]=i; 2017 altern [index++] = i;
2018 continue;
2019 }
2247 2020
2248 /* Basically, if we find a wall on a space, we cut down the search size. 2021 /* Basically, if we find a wall on a space, we cut down the search size.
2249 * In this way, we won't return spaces that are on another side of a wall. 2022 * In this way, we won't return spaces that are on another side of a wall.
2250 * This mostly work, but it cuts down the search size in all directions - 2023 * This mostly work, but it cuts down the search size in all directions -
2251 * if the space being examined only has a wall to the north and empty 2024 * if the space being examined only has a wall to the north and empty
2252 * spaces in all the other directions, this will reduce the search space 2025 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 2026 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2027 * won't look 2 spaces south of the target space.
2255 */ 2028 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2029 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2030 {
2257 stop=maxfree[i]; 2031 stop = maxfree[i];
2258 } 2032 continue;
2259 if(!index) return -1; 2033 }
2260 return altern[RANDOM()%index];
2261}
2262 2034
2035 /* Note it is intentional that we check ob - the movement type of the
2036 * head of the object should correspond for the entire object.
2037 */
2038 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2039 continue;
2040
2041 altern [index++] = i;
2042 }
2043
2044 if (!index)
2045 return -1;
2046
2047 return altern [rndm (index)];
2048}
2049
2263/* 2050/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2051 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2052 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 2053 * But it will return the first available spot, not a random choice.
2267 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2054 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2055 */
2269 2056int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2057find_first_free_spot (const object *ob, maptile *m, int x, int y)
2271 int i; 2058{
2272 for(i=0;i<SIZEOFFREE;i++) { 2059 for (int i = 0; i < SIZEOFFREE; i++)
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2060 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2061 return i;
2275 } 2062
2276 return -1; 2063 return -1;
2277} 2064}
2278 2065
2279/* 2066/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2067 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2068 * arr[begin..end-1].
2069 * now uses a fisher-yates shuffle, old permute was broken
2282 */ 2070 */
2071static void
2283static void permute(int *arr, int begin, int end) 2072permute (int *arr, int begin, int end)
2284{ 2073{
2285 int i, j, tmp, len; 2074 arr += begin;
2075 end -= begin;
2286 2076
2287 len = end-begin; 2077 while (--end)
2288 for(i = begin; i < end; i++) 2078 swap (arr [end], arr [rndm (end + 1)]);
2289 {
2290 j = begin+RANDOM()%len;
2291
2292 tmp = arr[i];
2293 arr[i] = arr[j];
2294 arr[j] = tmp;
2295 }
2296} 2079}
2297 2080
2298/* new function to make monster searching more efficient, and effective! 2081/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2082 * This basically returns a randomized array (in the passed pointer) of
2300 * the spaces to find monsters. In this way, it won't always look for 2083 * the spaces to find monsters. In this way, it won't always look for
2301 * monsters to the north first. However, the size of the array passed 2084 * monsters to the north first. However, the size of the array passed
2302 * covers all the spaces, so within that size, all the spaces within 2085 * covers all the spaces, so within that size, all the spaces within
2303 * the 3x3 area will be searched, just not in a predictable order. 2086 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2087 */
2088void
2305void get_search_arr(int *search_arr) 2089get_search_arr (int *search_arr)
2306{ 2090{
2307 int i; 2091 int i;
2308 2092
2309 for(i = 0; i < SIZEOFFREE; i++) 2093 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2094 search_arr[i] = i;
2312 }
2313 2095
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2096 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2097 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2098 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2099}
2318 2100
2319/* 2101/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2102 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2103 * given map at the given coordinates for live objects.
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2108 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info 2109 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move 2110 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2111 * there is capable of.
2330 */ 2112 */
2331 2113int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2114find_dir (maptile *m, int x, int y, object *exclude)
2115{
2333 int i,max=SIZEOFFREE, mflags; 2116 int i, max = SIZEOFFREE, mflags;
2117
2334 sint16 nx, ny; 2118 sint16 nx, ny;
2335 object *tmp; 2119 object *tmp;
2336 mapstruct *mp; 2120 maptile *mp;
2121
2337 MoveType blocked, move_type; 2122 MoveType blocked, move_type;
2338 2123
2339 if (exclude && exclude->head) { 2124 if (exclude && exclude->head_ () != exclude)
2125 {
2340 exclude = exclude->head; 2126 exclude = exclude->head;
2341 move_type = exclude->move_type; 2127 move_type = exclude->move_type;
2342 } else { 2128 }
2129 else
2130 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2131 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2132 move_type = MOVE_ALL;
2133 }
2134
2135 for (i = 1; i < max; i++)
2345 } 2136 {
2346 2137 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2138 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2139 ny = y + freearr_y[i];
2351 2140
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2141 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2142
2353 if (mflags & P_OUT_OF_MAP) { 2143 if (mflags & P_OUT_OF_MAP)
2354 max = maxfree[i]; 2144 max = maxfree[i];
2355 } else { 2145 else
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2146 {
2147 mapspace &ms = mp->at (nx, ny);
2357 2148
2149 blocked = ms.move_block;
2150
2358 if ((move_type & blocked) == move_type) { 2151 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2152 max = maxfree[i];
2360 } else if (mflags & P_IS_ALIVE) { 2153 else if (mflags & P_IS_ALIVE)
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2154 {
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2155 for (tmp = ms.bot; tmp; tmp = tmp->above)
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2156 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2364 break; 2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2365 } 2158 break;
2366 } 2159
2367 if(tmp) { 2160 if (tmp)
2368 return freedir[i]; 2161 return freedir[i];
2369 } 2162 }
2163 }
2370 } 2164 }
2371 } 2165
2372 }
2373 return 0; 2166 return 0;
2374} 2167}
2375 2168
2376/* 2169/*
2377 * distance(object 1, object 2) will return the square of the 2170 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2171 * distance between the two given objects.
2379 */ 2172 */
2380 2173int
2381int distance(const object *ob1, const object *ob2) { 2174distance (const object *ob1, const object *ob2)
2382 int i; 2175{
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2176 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2385 return i;
2386} 2177}
2387 2178
2388/* 2179/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2180 * find_dir_2(delta-x,delta-y) will return a direction in which
2390 * an object which has subtracted the x and y coordinates of another 2181 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2182 * object, needs to travel toward it.
2392 */ 2183 */
2393 2184int
2394int find_dir_2(int x, int y) { 2185find_dir_2 (int x, int y)
2186{
2395 int q; 2187 int q;
2396 2188
2397 if(y) 2189 if (y)
2398 q=x*100/y; 2190 q = x * 100 / y;
2399 else if (x) 2191 else if (x)
2400 q= -300*x; 2192 q = -300 * x;
2401 else 2193 else
2402 return 0; 2194 return 0;
2403 2195
2404 if(y>0) { 2196 if (y > 0)
2197 {
2405 if(q < -242) 2198 if (q < -242)
2406 return 3 ; 2199 return 3;
2407 if (q < -41) 2200 if (q < -41)
2408 return 2 ; 2201 return 2;
2409 if (q < 41) 2202 if (q < 41)
2410 return 1 ; 2203 return 1;
2411 if (q < 242) 2204 if (q < 242)
2412 return 8 ; 2205 return 8;
2413 return 7 ; 2206 return 7;
2414 } 2207 }
2415 2208
2416 if (q < -242) 2209 if (q < -242)
2417 return 7 ; 2210 return 7;
2418 if (q < -41) 2211 if (q < -41)
2419 return 6 ; 2212 return 6;
2420 if (q < 41) 2213 if (q < 41)
2421 return 5 ; 2214 return 5;
2422 if (q < 242) 2215 if (q < 242)
2423 return 4 ; 2216 return 4;
2424 2217
2425 return 3 ; 2218 return 3;
2426}
2427
2428/*
2429 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction).
2432 */
2433
2434int absdir(int d) {
2435 while(d<1) d+=8;
2436 while(d>8) d-=8;
2437 return d;
2438} 2219}
2439 2220
2440/* 2221/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2222 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2223 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2224 */
2444 2225int
2445int dirdiff(int dir1, int dir2) { 2226dirdiff (int dir1, int dir2)
2227{
2446 int d; 2228 int d;
2229
2447 d = abs(dir1 - dir2); 2230 d = abs (dir1 - dir2);
2448 if(d>4) 2231 if (d > 4)
2449 d = 8 - d; 2232 d = 8 - d;
2233
2450 return d; 2234 return d;
2451} 2235}
2452 2236
2453/* peterm: 2237/* peterm:
2454 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2238 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2457 * This basically means that if direction is 15, then it could either go 2241 * This basically means that if direction is 15, then it could either go
2458 * direction 4, 14, or 16 to get back to where we are. 2242 * direction 4, 14, or 16 to get back to where we are.
2459 * Moved from spell_util.c to object.c with the other related direction 2243 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2244 * functions.
2461 */ 2245 */
2462
2463int reduction_dir[SIZEOFFREE][3] = { 2246int reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2247 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2248 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2249 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2250 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2251 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2252 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2253 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2254 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2255 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2256 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2257 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2258 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2259 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2260 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2261 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2262 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2263 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2264 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2265 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2266 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2267 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2268 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2269 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2270 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2271 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2272 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2273 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2274 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2275 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2276 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2277 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2278 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2279 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2280 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2281 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2282 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2283 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2284 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2285 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2286 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2287 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2288 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2289 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2290 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2291 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2292 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2293 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2294 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2295 {24, 9, -1}
2296}; /* 48 */
2513 2297
2514/* Recursive routine to step back and see if we can 2298/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2299 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2300 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2301 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2302 * Modified to be map tile aware -.MSW
2519 */ 2303 */
2520 2304int
2521
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2305can_see_monsterP (maptile *m, int x, int y, int dir)
2306{
2523 sint16 dx, dy; 2307 sint16 dx, dy;
2524 int mflags; 2308 int mflags;
2525 2309
2310 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2311 return 0; /* exit condition: invalid direction */
2527 2312
2528 dx = x + freearr_x[dir]; 2313 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2314 dy = y + freearr_y[dir];
2530 2315
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2316 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2317
2533 /* This functional arguably was incorrect before - it was 2318 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2319 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2320 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2321 * literal on if we can see it. To know if we can actually
2537 * move to the monster, we'd need the monster passed in or 2322 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2323 * at least its move type.
2539 */ 2324 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2325 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2326 return 0;
2541 2327
2542 /* yes, can see. */ 2328 /* yes, can see. */
2543 if(dir < 9) return 1; 2329 if (dir < 9)
2330 return 1;
2331
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2332 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2333 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2334 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2547} 2335}
2548 2336
2549
2550
2551/* 2337/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2338 * can_pick(picker, item): finds out if an object is possible to be
2553 * picked up by the picker. Returnes 1 if it can be 2339 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2340 * picked up, otherwise 0.
2555 * 2341 *
2556 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2342 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2557 * core dumps if they do. 2343 * core dumps if they do.
2558 * 2344 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2345 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2346 */
2561 2347int
2562int can_pick(const object *who, const object *item) { 2348can_pick (const object *who, const object *item)
2349{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2350 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2351 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2352 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2566 (who->type==PLAYER||item->weight<who->weight/3));
2567} 2353}
2568
2569 2354
2570/* 2355/*
2571 * create clone from object to another 2356 * create clone from object to another
2572 */ 2357 */
2358object *
2573object *object_create_clone (object *asrc) { 2359object_create_clone (object *asrc)
2360{
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2361 object *dst = 0, *tmp, *src, *prev, *item;
2575 2362
2576 if(!asrc) return NULL; 2363 if (!asrc)
2577 src = asrc; 2364 return 0;
2578 if(src->head) 2365
2579 src = src->head; 2366 src = asrc->head_ ();
2580 2367
2581 prev = NULL; 2368 prev = 0;
2582 for(part = src; part; part = part->more) { 2369 for (object *part = src; part; part = part->more)
2583 tmp = get_object(); 2370 {
2584 copy_object(part,tmp); 2371 tmp = part->clone ();
2585 tmp->x -= src->x; 2372 tmp->x -= src->x;
2586 tmp->y -= src->y; 2373 tmp->y -= src->y;
2374
2587 if(!part->head) { 2375 if (!part->head)
2376 {
2588 dst = tmp; 2377 dst = tmp;
2589 tmp->head = NULL; 2378 tmp->head = 0;
2379 }
2590 } else { 2380 else
2591 tmp->head = dst; 2381 tmp->head = dst;
2592 } 2382
2593 tmp->more = NULL; 2383 tmp->more = 0;
2384
2594 if(prev) 2385 if (prev)
2595 prev->more = tmp; 2386 prev->more = tmp;
2387
2596 prev = tmp; 2388 prev = tmp;
2597 } 2389 }
2598 /*** copy inventory ***/ 2390
2599 for(item = src->inv; item; item = item->below) { 2391 for (item = src->inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2392 insert_ob_in_ob (object_create_clone (item), dst);
2601 }
2602 2393
2603 return dst; 2394 return dst;
2604}
2605
2606/* return true if the object was destroyed, 0 otherwise */
2607int was_destroyed (const object *op, tag_t old_tag)
2608{
2609 /* checking for FLAG_FREED isn't necessary, but makes this function more
2610 * robust */
2611 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612}
2613
2614/* GROS - Creates an object using a string representing its content. */
2615/* Basically, we save the content of the string to a temp file, then call */
2616/* load_object on it. I admit it is a highly inefficient way to make things, */
2617/* but it was simple to make and allows reusing the load_object function. */
2618/* Remember not to use load_object_str in a time-critical situation. */
2619/* Also remember that multiparts objects are not supported for now. */
2620
2621object* load_object_str(const char *obstr)
2622{
2623 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF];
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2627 tempfile=fopen(filename,"w");
2628 if (tempfile == NULL)
2629 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n");
2631 return NULL;
2632 };
2633 fprintf(tempfile,obstr);
2634 fclose(tempfile);
2635
2636 op=get_object();
2637
2638 tempfile=fopen(filename,"r");
2639 if (tempfile == NULL)
2640 {
2641 LOG(llevError,"Error - Unable to read object temp file\n");
2642 return NULL;
2643 };
2644 load_object(tempfile,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} 2395}
2650 2396
2651/* This returns the first object in who's inventory that 2397/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2398 * has the same type and subtype match.
2653 * returns NULL if no match. 2399 * returns NULL if no match.
2654 */ 2400 */
2401object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2402find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2403{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2404 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2405 if (tmp->type == type && tmp->subtype == subtype)
2406 return tmp;
2661 2407
2662 return NULL; 2408 return 0;
2663} 2409}
2664 2410
2665/* If ob has a field named key, return the link from the list, 2411/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2412 * otherwise return NULL.
2667 * 2413 *
2668 * key must be a passed in shared string - otherwise, this won't 2414 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2415 * do the desired thing.
2670 */ 2416 */
2417key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2418get_ob_key_link (const object *ob, const char *key)
2672 key_value * link; 2419{
2673
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2420 for (key_value *link = ob->key_values; link; link = link->next)
2675 if (link->key == key) { 2421 if (link->key == key)
2676 return link; 2422 return link;
2677 } 2423
2678 } 2424 return 0;
2679 2425}
2680 return NULL;
2681}
2682 2426
2683/* 2427/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2428 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2429 *
2686 * The argument doesn't need to be a shared string. 2430 * The argument doesn't need to be a shared string.
2687 * 2431 *
2688 * The returned string is shared. 2432 * The returned string is shared.
2689 */ 2433 */
2434const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2435get_ob_key_value (const object *op, const char *const key)
2436{
2691 key_value * link; 2437 key_value *link;
2692 const char * canonical_key; 2438 shstr_cmp canonical_key (key);
2439
2440 if (!canonical_key)
2693 2441 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2442 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2443 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2444 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2445 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2446 */
2702 return NULL; 2447 return 0;
2703 } 2448 }
2704 2449
2705 /* This is copied from get_ob_key_link() above - 2450 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2451 * only 4 lines, and saves the function call overhead.
2707 */ 2452 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2453 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2454 if (link->key == canonical_key)
2710 return link->value; 2455 return link->value;
2711 }
2712 }
2713 return NULL;
2714}
2715 2456
2457 return 0;
2458}
2716 2459
2717/* 2460/*
2718 * Updates the canonical_key in op to value. 2461 * Updates the canonical_key in op to value.
2719 * 2462 *
2720 * canonical_key is a shared string (value doesn't have to be). 2463 * 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 2465 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2466 * keys.
2724 * 2467 *
2725 * Returns TRUE on success. 2468 * Returns TRUE on success.
2726 */ 2469 */
2470int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2471set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2472{
2728 key_value * field = NULL, *last=NULL; 2473 key_value *field = NULL, *last = NULL;
2729 2474
2730 for (field=op->key_values; field != NULL; field=field->next) { 2475 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2476 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2477 if (field->key != canonical_key)
2737 if (value) 2478 {
2738 field->value = add_string(value); 2479 last = field;
2739 else { 2480 continue;
2481 }
2482
2483 if (value)
2484 field->value = value;
2485 else
2486 {
2740 /* Basically, if the archetype has this key set, 2487 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2488 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2489 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2490 * we get this value back again.
2744 */ 2491 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2492 if (get_ob_key_link (op->arch, canonical_key))
2746 field->value = NULL; 2493 field->value = 0;
2747 else { 2494 else
2748 /* Delete this link */ 2495 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2496 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2497 last->next = field->next;
2751 if (last) last->next = field->next; 2498 else
2752 else op->key_values = field->next; 2499 op->key_values = field->next;
2753 free(field); 2500
2754 } 2501 delete field;
2755 } 2502 }
2503 }
2756 return TRUE; 2504 return TRUE;
2757 } 2505 }
2758 /* IF we get here, key doesn't exist */ 2506 /* IF we get here, key doesn't exist */
2759 2507
2760 /* No field, we'll have to add it. */ 2508 /* No field, we'll have to add it. */
2761 2509
2762 if (!add_key) { 2510 if (!add_key)
2763 return FALSE; 2511 return FALSE;
2764 } 2512
2765 /* There isn't any good reason to store a null 2513 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2514 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2515 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2516 * be here. If user wants to store empty strings,
2769 * should pass in "" 2517 * should pass in ""
2770 */ 2518 */
2771 if (value == NULL) return TRUE; 2519 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; 2520 return TRUE;
2521
2522 field = new key_value;
2523
2524 field->key = canonical_key;
2525 field->value = value;
2526 /* Usual prepend-addition. */
2527 field->next = op->key_values;
2528 op->key_values = field;
2529
2530 return TRUE;
2782} 2531}
2783 2532
2784/* 2533/*
2785 * Updates the key in op to value. 2534 * Updates the key in op to value.
2786 * 2535 *
2788 * and not add new ones. 2537 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2538 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2539 *
2791 * Returns TRUE on success. 2540 * Returns TRUE on success.
2792 */ 2541 */
2542int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2543set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2544{
2795 int floating_ref = FALSE; 2545 shstr key_ (key);
2796 int ret; 2546
2547 return set_ob_key_value_s (op, key_, value, add_key);
2548}
2549
2550object::depth_iterator::depth_iterator (object *container)
2551: iterator_base (container)
2552{
2553 while (item->inv)
2554 item = item->inv;
2555}
2556
2557void
2558object::depth_iterator::next ()
2559{
2560 if (item->below)
2797 2561 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2562 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2563
2800 */ 2564 while (item->inv)
2565 item = item->inv;
2801 2566 }
2802 canonical_key = find_string(key); 2567 else
2803 if (canonical_key == NULL) { 2568 item = item->env;
2804 canonical_key = add_string(key); 2569}
2805 floating_ref = TRUE; 2570
2806 } 2571const char *
2572object::flag_desc (char *desc, int len) const
2573{
2574 char *p = desc;
2575 bool first = true;
2576
2577 *p = 0;
2578
2579 for (int i = 0; i < NUM_FLAGS; i++)
2807 2580 {
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2581 if (len <= 10) // magic constant!
2582 {
2583 snprintf (p, len, ",...");
2584 break;
2585 }
2586
2587 if (flag [i])
2588 {
2589 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2590 len -= cnt;
2591 p += cnt;
2592 first = false;
2593 }
2809 2594 }
2810 if (floating_ref) { 2595
2811 free_string(canonical_key); 2596 return desc;
2812 } 2597}
2813 2598
2599// return a suitable string describing an object in enough detail to find it
2600const char *
2601object::debug_desc (char *info) const
2602{
2603 char flagdesc[512];
2604 char info2[256 * 4];
2605 char *p = info;
2606
2607 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2608 count, uuid.seq,
2609 &name,
2610 title ? "\",title:\"" : "",
2611 title ? (const char *)title : "",
2612 flag_desc (flagdesc, 512), type);
2613
2614 if (!this->flag[FLAG_REMOVED] && env)
2615 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2616
2617 if (map)
2618 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2619
2620 return info;
2621}
2622
2623const char *
2624object::debug_desc () const
2625{
2626 static char info[3][256 * 4];
2627 static int info_idx;
2628
2629 return debug_desc (info [++info_idx % 3]);
2630}
2631
2632struct region *
2633object::region () const
2634{
2635 return map ? map->region (x, y)
2636 : region::default_region ();
2637}
2638
2639const materialtype_t *
2640object::dominant_material () const
2641{
2642 if (materialtype_t *mt = name_to_material (materialname))
2814 return ret; 2643 return mt;
2644
2645 return name_to_material (shstr_unknown);
2815} 2646}
2647
2648void
2649object::open_container (object *new_container)
2650{
2651 if (container == new_container)
2652 return;
2653
2654 if (object *old_container = container)
2655 {
2656 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2657 return;
2658
2659#if 0
2660 // remove the "Close old_container" object.
2661 if (object *closer = old_container->inv)
2662 if (closer->type == CLOSE_CON)
2663 closer->destroy ();
2664#endif
2665
2666 old_container->flag [FLAG_APPLIED] = 0;
2667 container = 0;
2668
2669 esrv_update_item (UPD_FLAGS, this, old_container);
2670 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2671 play_sound (sound_find ("chest_close"));
2672 }
2673
2674 if (new_container)
2675 {
2676 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2677 return;
2678
2679 // TODO: this does not seem to serve any purpose anymore?
2680#if 0
2681 // insert the "Close Container" object.
2682 if (archetype *closer = new_container->other_arch)
2683 {
2684 object *closer = arch_to_object (new_container->other_arch);
2685 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2686 new_container->insert (closer);
2687 }
2688#endif
2689
2690 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2691
2692 new_container->flag [FLAG_APPLIED] = 1;
2693 container = new_container;
2694
2695 esrv_update_item (UPD_FLAGS, this, new_container);
2696 esrv_send_inventory (this, new_container);
2697 play_sound (sound_find ("chest_open"));
2698 }
2699}
2700
2701object *
2702object::force_find (const shstr name)
2703{
2704 /* cycle through his inventory to look for the MARK we want to
2705 * place
2706 */
2707 for (object *tmp = inv; tmp; tmp = tmp->below)
2708 if (tmp->type == FORCE && tmp->slaying == name)
2709 return splay (tmp);
2710
2711 return 0;
2712}
2713
2714void
2715object::force_add (const shstr name, int duration)
2716{
2717 if (object *force = force_find (name))
2718 force->destroy ();
2719
2720 object *force = get_archetype (FORCE_NAME);
2721
2722 force->slaying = name;
2723 force->stats.food = 1;
2724 force->speed_left = -1.f;
2725
2726 force->set_speed (duration ? 1.f / duration : 0.f);
2727 force->flag [FLAG_IS_USED_UP] = true;
2728 force->flag [FLAG_APPLIED] = true;
2729
2730 insert (force);
2731}
2732
2733void
2734object::play_sound (faceidx sound) const
2735{
2736 if (!sound)
2737 return;
2738
2739 if (flag [FLAG_REMOVED])
2740 return;
2741
2742 if (env)
2743 {
2744 if (object *pl = in_player ())
2745 pl->contr->play_sound (sound);
2746 }
2747 else
2748 map->play_sound (sound, x, y);
2749}
2750

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