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Comparing deliantra/server/common/object.C (file contents):
Revision 1.7 by root, Tue Aug 29 05:03:54 2006 UTC vs.
Revision 1.311 by root, Sat Jan 16 13:41:37 2010 UTC

1/* 1/*
2 * static char *rcsid_object_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: object.C,v 1.7 2006/08/29 05:03:54 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying
31 variable. */
32#include <global.h> 25#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 26#include <stdio.h>
35#include <sys/types.h> 27#include <sys/types.h>
36#include <sys/uio.h> 28#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 29#include <object.h>
39#include <funcpoint.h> 30#include <sproto.h>
40#include <skills.h>
41#include <loader.h>
42#ifdef MEMORY_DEBUG
43int nroffreeobjects = 0;
44int nrofallocobjects = 0;
45#undef OBJ_EXPAND
46#define OBJ_EXPAND 1
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 31
53object *objects; /* Pointer to the list of used objects */ 32#include <bitset>
54object *free_objects; /* Pointer to the list of unused objects */
55object *active_objects; /* List of active objects that need to be processed */
56 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38
39objectvec objects;
40activevec actives;
41
42//+GPL
43
57short freearr_x[SIZEOFFREE]= 44short freearr_x[SIZEOFFREE] = {
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 45 0,
46 0, 1, 1, 1, 0, -1, -1, -1,
47 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}; 48 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
49};
60short freearr_y[SIZEOFFREE]= 50short freearr_y[SIZEOFFREE] = {
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 51 0,
52 -1, -1, 0, 1, 1, 1, 0, -1,
53 -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}; 54 -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]= 55};
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,
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};
66int freedir[SIZEOFFREE]= { 56int 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, 57 0,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 58 1, 2, 3, 4, 5, 6, 7, 8,
59 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
60 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
61};
69 62
63static int maxfree[SIZEOFFREE] = {
64 0,
65 9, 10, 13, 14, 17, 18, 21, 22,
66 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
67 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
68};
69
70static void
71write_uuid (uval64 skip, bool sync)
72{
73 CALL_BEGIN (2);
74 CALL_ARG_SV (newSVval64 (skip));
75 CALL_ARG_SV (boolSV (sync));
76 CALL_CALL ("cf::write_uuid", G_DISCARD);
77 CALL_END;
78}
79
80static void
81read_uuid ()
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 seq_next_save = 0;
88
89 FILE *fp;
90
91 if (!(fp = fopen (filename, "r")))
92 {
93 if (errno == ENOENT)
94 {
95 LOG (llevInfo, "RESET uid to 1\n");
96 UUID::cur.seq = 0;
97 write_uuid (UUID_GAP, true);
98 return;
99 }
100
101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
102 _exit (1);
103 }
104
105 char buf [UUID::MAX_LEN];
106 buf[0] = 0;
107 fgets (buf, sizeof (buf), fp);
108
109 if (!UUID::cur.parse (buf))
110 {
111 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
112 _exit (1);
113 }
114
115 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
116
117 write_uuid (UUID_GAP, true);
118 fclose (fp);
119}
120
121UUID
122UUID::gen ()
123{
124 UUID uid;
125
126 uid.seq = ++cur.seq;
127
128 if (expect_false (cur.seq >= seq_next_save))
129 {
130 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
131 write_uuid (UUID_GAP, false);
132 }
133
134
135 return uid;
136}
137
138void
139UUID::init ()
140{
141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
207}
70 208
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
210static bool
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 211compare_ob_value_lists_one (const object *wants, const object *has)
73 key_value * wants_field; 212{
74
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 213 /* n-squared behaviour (see kv_get), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 214 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
78 */ 216 */
79 217
80 /* For each field in wants, */ 218 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 219 for (key_value *kv = wants->key_values; kv; kv = kv->next)
82 key_value * has_field; 220 if (has->kv_get (kv->key) != kv->value)
83 221 return false;
84 /* Look for a field in has with the same key. */ 222
85 has_field = get_ob_key_link(has, wants_field->key);
86
87 if (has_field == NULL) {
88 /* No field with that name. */
89 return FALSE;
90 }
91
92 /* Found the matching field. */
93 if (has_field->value != wants_field->value) {
94 /* Values don't match, so this half of the comparison is false. */
95 return FALSE;
96 }
97
98 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100
101 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 224 return true;
103} 225}
104 226
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 227/* Returns TRUE if ob1 has the same key_values as ob2. */
228static bool
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 229compare_ob_value_lists (const object *ob1, const object *ob2)
230{
107 /* However, there may be fields in has which aren't partnered in wants, 231 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
109 */ 233 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 234 return compare_ob_value_lists_one (ob1, ob2)
235 && compare_ob_value_lists_one (ob2, ob1);
111} 236}
112 237
113/* Function examines the 2 objects given to it, and returns true if 238/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 239 * they can be merged together.
115 * 240 *
116 * Note that this function appears a lot longer than the macro it 241 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 242 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 243 * reduce this to the same efficiency.
119 * 244 *
120 * Check nrof variable *before* calling CAN_MERGE() 245 * Check nrof variable *before* calling can_merge()
121 * 246 *
122 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
123 * check weight 248 * check weight
124 */ 249 */
125 250bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 251{
127
128 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 253 if (ob1 == ob2
254 || ob1->type != ob2->type
255 || ob1->value != ob2->value
256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
258 return 0;
130 259
131 if (ob1->speed != ob2->speed) return 0; 260 /* Do not merge objects if nrof would overflow, assume nrof
261 * is always 0 .. 2**31-1 */
262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
263 return 0;
264
265 /* If the objects have been identified, set the BEEN_APPLIED flag.
266 * This is to the comparison of the flags below will be OK. We
267 * just can't ignore the been applied or identified flags, as they
268 * are not equal - just if it has been identified, the been_applied
269 * flags lose any meaning.
270 */
271 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
272 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
273
274 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
275 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
276
277 if (ob1->arch->archname != ob2->arch->archname
278 || ob1->name != ob2->name
279 || ob1->title != ob2->title
280 || ob1->msg != ob2->msg
281 || ob1->weight != ob2->weight
282 || ob1->attacktype != ob2->attacktype
283 || ob1->magic != ob2->magic
284 || ob1->slaying != ob2->slaying
285 || ob1->skill != ob2->skill
286 || ob1->value != ob2->value
287 || ob1->animation_id != ob2->animation_id
288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
289 || ob1->client_type != ob2->client_type
290 || ob1->material != ob2->material
291 || ob1->lore != ob2->lore
292 || ob1->subtype != ob2->subtype
293 || ob1->move_type != ob2->move_type
294 || ob1->move_block != ob2->move_block
295 || ob1->move_allow != ob2->move_allow
296 || ob1->move_on != ob2->move_on
297 || ob1->move_off != ob2->move_off
298 || ob1->move_slow != ob2->move_slow
299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
302 return 0;
303
304 if ((ob1->flag ^ ob2->flag)
305 .reset (FLAG_INV_LOCKED)
306 .reset (FLAG_REMOVED)
307 .any ())
308 return 0;
309
310 /* This is really a spellbook check - we should in general
311 * not merge objects with real inventories, as splitting them
312 * is hard.
313 */
314 if (ob1->inv || ob2->inv)
315 {
316 if (!(ob1->inv && ob2->inv))
317 return 0; /* inventories differ in length */
318
319 if (ob1->inv->below || ob2->inv->below)
320 return 0; /* more than one object in inv */
321
322 if (!object::can_merge (ob1->inv, ob2->inv))
323 return 0; /* inventory objects differ */
324
325 /* inventory ok - still need to check rest of this object to see
326 * if it is valid.
327 */
328 }
329
330 /* Don't merge objects that are applied. With the new 'body' code,
331 * it is possible for most any character to have more than one of
332 * some items equipped, and we don't want those to merge.
333 */
334 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
335 return 0;
336
132 /* Note sure why the following is the case - either the object has to 337 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster 338 * be animated or have a very low speed. Is this an attempted monster
134 * check? 339 * check?
135 */ 340 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
137 return 0;
138
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0;
145
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* 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
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 342 return 0;
208 343
209 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge.
212 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214 return 0;
215
216 switch (ob1->type) { 344 switch (ob1->type)
345 {
217 case SCROLL: 346 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 347 if (ob1->level != ob2->level)
348 return 0;
219 break; 349 break;
220
221 } 350 }
351
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 352 if (ob1->key_values || ob2->key_values)
353 {
223 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 355 if ((!ob1->key_values) != (!ob2->key_values))
225 /* One has fields, but the other one doesn't. */ 356 return 0; /* One has fields, but the other one doesn't. */
357
358 if (!compare_ob_value_lists (ob1, ob2))
359 return 0;
360 }
361
362 if (ob1->self || ob2->self)
363 {
364 ob1->optimise ();
365 ob2->optimise ();
366
367 if (ob1->self || ob2->self)
368 {
369 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
370 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
371
372 if (k1 != k2)
226 return 0; 373 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
228 return 0; 379 return 0;
229 } 380 }
230 } 381 }
231 382
232 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
233 return 1; 384 return 1;
234} 385}
235 386
387// find player who can see this object
388object *
389object::visible_to () const
390{
391 if (client_visible () && !flag [FLAG_REMOVED])
392 {
393 // see if we are in a container of sorts
394 if (env)
395 {
396 // the player inventory itself is always visible
397 if (env->is_player ())
398 return env;
399
400 // else a player could have our env open
401 object *envest = env->outer_env_or_self ();
402
403 // the player itself is always on a map, so we will find him here
404 // even if our inv is in a player.
405 if (envest->is_on_map ())
406 if (object *pl = envest->ms ().player ())
407 if (pl->container_ () == env)
408 return pl;
409 }
410 else
411 {
412 // maybe there is a player standing on the same mapspace
413 // this will catch the case where "this" is a player
414 if (object *pl = ms ().player ())
415 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
416 || pl->container_ () == this)
417 return pl;
418 }
419 }
420
421 return 0;
422}
423
424// adjust weight per container type ("of holding")
425static sint32
426weight_adjust_for (object *op, sint32 weight)
427{
428 return op->type == CONTAINER
429 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
430 : weight;
431}
432
236/* 433/*
434 * adjust_weight(object, weight) adds the specified weight to an object,
435 * and also updates how much the environment(s) is/are carrying.
436 */
437static void
438adjust_weight (object *op, sint32 weight)
439{
440 while (op)
441 {
442 // adjust by actual difference to account for rounding errors
443 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
444 weight = weight_adjust_for (op, op->carrying)
445 - weight_adjust_for (op, op->carrying - weight);
446
447 if (!weight)
448 return;
449
450 op->carrying += weight;
451
452 if (object *pl = op->visible_to ())
453 if (pl != op) // player is handled lazily
454 esrv_update_item (UPD_WEIGHT, pl, op);
455
456 op = op->env;
457 }
458}
459
460/*
237 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 462 * an object is carrying. It goes through op and figures out how much
239 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
240 */ 464 */
241signed long sum_weight(object *op) { 465void
242 signed long sum; 466object::update_weight ()
243 object *inv; 467{
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 468 sint32 sum = 0;
469
470 for (object *op = inv; op; op = op->below)
471 {
245 if (inv->inv) 472 if (op->inv)
246 sum_weight(inv); 473 op->update_weight ();
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
248 } 476 }
249 if (op->type == CONTAINER && op->stats.Str) 477
250 sum = (sum * (100 - op->stats.Str))/100; 478 sum = weight_adjust_for (this, sum);
251 if(op->carrying != sum) 479
480 if (sum != carrying)
481 {
252 op->carrying = sum; 482 carrying = sum;
253 return sum;
254}
255 483
484 if (object *pl = visible_to ())
485 if (pl != this) // player is handled lazily
486 esrv_update_item (UPD_WEIGHT, pl, this);
487 }
488}
489
256/** 490/*
257 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
258 */ 492 */
259 493char *
260object *object_get_env_recursive (object *op) {
261 while (op->env != NULL)
262 op = op->env;
263 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277}
278
279/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array.
283 */
284
285void dump_object2(object *op) {
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) { 494dump_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{ 495{
340 char *cp; 496 if (!op)
497 return strdup ("[NULLOBJ]");
341 498
342 if(op==NULL) 499 object_freezer freezer;
343 { 500 op->write (freezer);
344 strcpy(outstr,"[NULL pointer]"); 501 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} 502}
369 503
370/* 504char *
371 * This is really verbose...Can be triggered by the P key while in DM mode. 505object::as_string ()
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode) 506{
373 */ 507 return dump_object (this);
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}
382
383/*
384 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned.
387 */
388
389object *get_nearest_part(object *op, const object *pl) {
390 object *tmp,*closest;
391 int last_dist,i;
392 if(op->more==NULL)
393 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
395 if((i=distance(tmp,pl))<last_dist)
396 closest=tmp,last_dist=i;
397 return closest;
398} 508}
399 509
400/* 510/*
401 * Returns the object which has the count-variable equal to the argument. 511 * Returns the object which has the count-variable equal to the argument.
512 * VERRRY slow.
402 */ 513 */
403 514object *
404object *find_object(tag_t i) { 515find_object (tag_t i)
405 object *op; 516{
406 for(op=objects;op!=NULL;op=op->next) 517 for_all_objects (op)
407 if(op->count==i) 518 if (op->count == i)
408 break;
409 return op; 519 return op;
520
521 return 0;
410} 522}
411 523
412/* 524/*
413 * Returns the first object which has a name equal to the argument. 525 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 526 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 527 * Enables features like "patch <name-of-other-player> food 999"
416 */ 528 */
417 529object *
418object *find_object_name(const char *str) { 530find_object_name (const char *str)
419 const char *name=add_string(str); 531{
420 object *op; 532 shstr_cmp str_ (str);
421 for(op=objects;op!=NULL;op=op->next) 533
422 if(op->name==name) 534 if (str_)
423 break; 535 for_all_objects (op)
424 free_string(name); 536 if (op->name == str_)
537 return op;
538
425 return op; 539 return 0;
426} 540}
427
428void free_all_object_data(void) {
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{
470 if (!op) return;
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477}
478
479
480 541
481/* 542/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 543 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 544 * skill and experience objects.
484 */ 545 * 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 */ 546 */
529 if (clone->type == PLAYER) owner=clone; 547void
530 else return; 548object::set_owner (object *owner)
549{
550 // allow objects which own objects
551 if (owner)
552 while (owner->owner)
553 owner = owner->owner;
554
555 if (flag [FLAG_FREED])
531 } 556 {
532 set_owner(op, owner); 557 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
558 return;
559 }
533 560
561 this->owner = owner;
534} 562}
535 563
536/* 564int
537 * Resets vital variables in an object 565object::slottype () const
538 */ 566{
567 if (type == SKILL)
568 {
569 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
570 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
571 }
572 else
573 {
574 if (slot [body_combat].info) return slot_combat;
575 if (slot [body_range ].info) return slot_ranged;
576 }
577
578 return slot_none;
579}
539 580
540void reset_object(object *op) { 581bool
582object::change_weapon (object *ob)
583{
584 if (current_weapon == ob)
585 return true;
541 586
542 op->name = NULL; 587 if (chosen_skill)
543 op->name_pl = NULL; 588 chosen_skill->flag [FLAG_APPLIED] = false;
544 op->title = NULL; 589
545 op->race = NULL; 590 current_weapon = ob;
546 op->slaying = NULL; 591 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547 op->skill = NULL; 592
548 op->msg = NULL; 593 if (chosen_skill)
549 op->materialname = NULL; 594 chosen_skill->flag [FLAG_APPLIED] = true;
550 op->lore = NULL; 595
551 clear_object(op); 596 update_stats ();
597
598 if (ob)
599 {
600 // now check wether any body locations became invalid, in which case
601 // we cannot apply the weapon at the moment.
602 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
603 if (slot[i].used < 0)
604 {
605 current_weapon = chosen_skill = 0;
606 update_stats ();
607
608 new_draw_info_format (NDI_UNIQUE, 0, this,
609 "You try to balance all your items at once, "
610 "but the %s is just too much for your body. "
611 "[You need to unapply some items first - use the 'body' command to see "
612 "how many items you cna wera on a specific body part.]", &ob->name);
613 return false;
614 }
615
616 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
617 }
618 else
619 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
620
621 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
622 {
623 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
624 &name, ob->debug_desc ());
625 return false;
626 }
627
628 return true;
552} 629}
553 630
554/* Zero the key_values on op, decrementing the shared-string 631/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 632 * refcounts and freeing the links.
556 */ 633 */
634static void
557static void free_key_values(object * op) { 635free_key_values (object *op)
558 key_value * i; 636{
559 key_value * next = NULL; 637 for (key_value *i = op->key_values; i; )
560 638 {
561 if (op->key_values == NULL) return; 639 key_value *next = i->next;
640 delete i;
641
642 i = next;
562 643 }
563 for (i = op->key_values; i != NULL; i = next) { 644
564 /* Store next *first*. */
565 next = i->next;
566
567 if (i->key) FREE_AND_CLEAR_STR(i->key);
568 if (i->value) FREE_AND_CLEAR_STR(i->value);
569 i->next = NULL;
570 free(i);
571 }
572
573 op->key_values = NULL; 645 op->key_values = 0;
574} 646}
575 647
576
577/* 648/*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582void clear_object(object *op) {
583 op->clear ();
584
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op);
605
606 /* the memset will clear all these values for us, but we need
607 * to reduce the refcount on them.
608 */
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
618
619
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED);
626
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */
642
643 op->expmul=1.0;
644 op->face = blank_face;
645 op->attacked_by_count = (tag_t) -1;
646 if (settings.casting_time)
647 op->casting_time = -1;
648
649}
650
651/*
652 * copy object first frees everything allocated by the second object, 649 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 650 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 651 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 652 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
656 * if the first object is freed, the pointers in the new object 653 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 654 * will point at garbage.
658 */ 655 */
656void
657object::copy_to (object *dst)
658{
659 dst->remove ();
660 *(object_copy *)dst = *this;
661 dst->flag [FLAG_REMOVED] = true;
659 662
660void copy_object(object *op2, object *op) {
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
662 event *evt, *evt2, *evt_new;
663
664 op->clear ();
665
666 /* Decrement the refcounts, but don't bother zeroing the fields;
667 they'll be overwritten by memcpy. */
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678
679 /* Basically, same code as from clear_object() */
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
695
696 if(is_freed) SET_FLAG(op,FLAG_FREED);
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698 if(op->name!=NULL) add_refcount(op->name);
699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708
709 if((op2->speed<0) && !editor)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
711
712 /* Copy over event information */
713 evt2 = NULL;
714 for (evt = op2->events; evt; evt=evt->next) {
715 evt_new = (event *) malloc(sizeof(event));
716 memcpy(evt_new, evt, sizeof(event));
717 if (evt_new->hook) add_refcount(evt_new->hook);
718 if (evt_new->plugin) add_refcount(evt_new->plugin);
719 if (evt_new->options) add_refcount(evt_new->options);
720 evt_new->next = NULL;
721
722 /* Try to be a little clever here, and store away the
723 * last event we copied, so that its simpler to update the
724 * pointer.
725 */
726 if (evt2)
727 evt2->next = evt_new;
728 else
729 op->events = evt_new;
730
731 evt2 = evt_new;
732 }
733 /* Copy over key_values, if any. */ 663 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) { 664 if (key_values)
735 key_value * tail = NULL; 665 {
736 key_value * i; 666 key_value *tail = 0;
667 dst->key_values = 0;
737 668
738 op->key_values = NULL; 669 for (key_value *i = key_values; i; i = i->next)
670 {
671 key_value *new_link = new key_value;
739 672
740 for (i = op2->key_values; i != NULL; i = i->next) {
741 key_value * new_link = (key_value *) malloc(sizeof(key_value));
742
743 new_link->next = NULL; 673 new_link->next = 0;
744 new_link->key = add_refcount(i->key); 674 new_link->key = i->key;
745 if (i->value) 675 new_link->value = i->value;
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749 676
750 /* Try and be clever here, too. */ 677 /* Try and be clever here, too. */
751 if (op->key_values == NULL) { 678 if (!dst->key_values)
752 op->key_values = new_link; 679 {
753 tail = new_link; 680 dst->key_values = new_link;
754 } else { 681 tail = new_link;
755 tail->next = new_link; 682 }
756 tail = new_link; 683 else
684 {
685 tail->next = new_link;
686 tail = new_link;
687 }
688 }
757 } 689 }
758 }
759 }
760 690
761 update_ob_speed(op); 691 dst->activate ();
762} 692}
763 693
764/* 694void
765 * expand_objects() allocates more objects for the list of unused objects. 695object::instantiate ()
766 * It is called from get_object() if the unused list is empty. 696{
767 */ 697 if (!uuid.seq) // HACK
698 uuid = UUID::gen ();
768 699
769void expand_objects(void) { 700 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
770 int i; 701 if (flag [FLAG_RANDOM_SPEED] && speed)
771 object *obj; 702 speed_left = - speed - rndm (); // TODO animation
772 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object)); 703 else
704 speed_left = -1.;
773 705
774 if(obj==NULL) 706 /* copy the body_info to the body_used - this is only really
775 fatal(OUT_OF_MEMORY); 707 * need for monsters, but doesn't hurt to do it for everything.
776 free_objects=obj; 708 * by doing so, when a monster is created, it has good starting
777 obj[0].prev=NULL; 709 * values for the body_used info, so when items are created
778 obj[0].next= &obj[1], 710 * for it, they can be properly equipped.
779 SET_FLAG(&(obj[0]), FLAG_REMOVED);
780 SET_FLAG(&(obj[0]), FLAG_FREED);
781
782 for(i=1;i<OBJ_EXPAND-1;i++) {
783 obj[i].next= &obj[i+1],
784 obj[i].prev= &obj[i-1],
785 SET_FLAG(&(obj[i]), FLAG_REMOVED);
786 SET_FLAG(&(obj[i]), FLAG_FREED);
787 }
788 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789 obj[OBJ_EXPAND-1].next=NULL,
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792
793 nrofallocobjects += OBJ_EXPAND;
794 nroffreeobjects += OBJ_EXPAND;
795}
796
797/*
798 * get_object() grabs an object from the list of unused objects, makes
799 * sure it is initialised, and returns it.
800 * If there are no free objects, expand_objects() is called to get more.
801 */
802
803object *get_object(void) {
804 object *op;
805
806 if(free_objects==NULL) {
807 expand_objects();
808 }
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */ 711 */
815 op = realloc(op, sizeof(object)); 712 for (int i = NUM_BODY_LOCATIONS; i--; )
816 SET_FLAG(op, FLAG_REMOVED); 713 slot[i].used = slot[i].info;
817 SET_FLAG(op, FLAG_FREED);
818#endif
819 714
820 if(!QUERY_FLAG(op,FLAG_FREED)) { 715 attachable::instantiate ();
821 LOG(llevError,"Fatal: Getting busy object.\n"); 716}
822 } 717
823 free_objects=op->next; 718object *
824 if(free_objects!=NULL) 719object::clone ()
825 free_objects->prev=NULL; 720{
826 op->count= ++ob_count; 721 object *neu = create ();
827 op->name=NULL; 722 copy_to (neu);
828 op->name_pl=NULL; 723
829 op->title=NULL; 724 // TODO: unclean state changes, should not be done in clone AND instantiate
830 op->race=NULL; 725 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
831 op->slaying=NULL; 726 neu->speed_left = - neu->speed - rndm (); // TODO animation
832 op->skill = NULL; 727
833 op->lore=NULL; 728 neu->map = map; // not copied by copy_to
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op; 729 return neu;
847} 730}
848 731
849/* 732/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 733 * If an object with the IS_TURNABLE() flag needs to be turned due
851 * to the closest player being on the other side, this function can 734 * to the closest player being on the other side, this function can
852 * be called to update the face variable, _and_ how it looks on the map. 735 * be called to update the face variable, _and_ how it looks on the map.
853 */ 736 */
854 737void
855void update_turn_face(object *op) { 738update_turn_face (object *op)
739{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 740 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
857 return; 741 return;
742
858 SET_ANIMATION(op, op->direction); 743 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 744 update_object (op, UP_OBJ_FACE);
860} 745}
861 746
862/* 747/*
863 * Updates the speed of an object. If the speed changes from 0 to another 748 * Updates the speed of an object. If the speed changes from 0 to another
864 * value, or vice versa, then add/remove the object from the active list. 749 * value, or vice versa, then add/remove the object from the active list.
865 * This function needs to be called whenever the speed of an object changes. 750 * This function needs to be called whenever the speed of an object changes.
866 */ 751 */
752void
753object::set_speed (float speed)
754{
755 this->speed = speed;
867 756
868void update_ob_speed(object *op) { 757 if (has_active_speed ())
869 extern int arch_init; 758 activate ();
870
871 /* No reason putting the archetypes objects on the speed list,
872 * since they never really need to be updated.
873 */
874
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
877#ifdef MANY_CORES
878 abort();
879#else
880 op->speed = 0;
881#endif
882 }
883 if (arch_init) {
884 return;
885 }
886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 /* If already on active list, don't do anything */
888 if (op->active_next || op->active_prev || op==active_objects)
889 return;
890
891 /* process_events() expects us to insert the object at the beginning
892 * of the list. */
893 op->active_next = active_objects;
894 if (op->active_next!=NULL)
895 op->active_next->active_prev = op;
896 active_objects = op;
897 }
898 else { 759 else
899 /* If not on the active list, nothing needs to be done */ 760 deactivate ();
900 if (!op->active_next && !op->active_prev && op!=active_objects)
901 return;
902
903 if (op->active_prev==NULL) {
904 active_objects = op->active_next;
905 if (op->active_next!=NULL)
906 op->active_next->active_prev = NULL;
907 }
908 else {
909 op->active_prev->active_next = op->active_next;
910 if (op->active_next)
911 op->active_next->active_prev = op->active_prev;
912 }
913 op->active_next = NULL;
914 op->active_prev = NULL;
915 }
916} 761}
917 762
918/* This function removes object 'op' from the list of active
919 * objects.
920 * This should only be used for style maps or other such
921 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object.
925 */
926void remove_from_active_list(object *op)
927{
928 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects)
930 return;
931
932 if (op->active_prev==NULL) {
933 active_objects = op->active_next;
934 if (op->active_next!=NULL)
935 op->active_next->active_prev = NULL;
936 }
937 else {
938 op->active_prev->active_next = op->active_next;
939 if (op->active_next)
940 op->active_next->active_prev = op->active_prev;
941 }
942 op->active_next = NULL;
943 op->active_prev = NULL;
944}
945
946/* 763/*
947 * update_object() updates the array which represents the map. 764 * update_object() updates the the map.
948 * It takes into account invisible objects (and represent squares covered 765 * It takes into account invisible objects (and represent squares covered
949 * by invisible objects by whatever is below them (unless it's another 766 * by invisible objects by whatever is below them (unless it's another
950 * invisible object, etc...) 767 * invisible object, etc...)
951 * If the object being updated is beneath a player, the look-window 768 * If the object being updated is beneath a player, the look-window
952 * of that player is updated (this might be a suboptimal way of 769 * of that player is updated (this might be a suboptimal way of
953 * updating that window, though, since update_object() is called _often_) 770 * updating that window, though, since update_object() is called _often_)
954 * 771 *
955 * action is a hint of what the caller believes need to be done. 772 * action is a hint of what the caller believes need to be done.
956 * For example, if the only thing that has changed is the face (due to
957 * an animation), we don't need to call update_position until that actually
958 * comes into view of a player. OTOH, many other things, like addition/removal
959 * of walls or living creatures may need us to update the flags now.
960 * current action are: 773 * current action are:
961 * UP_OBJ_INSERT: op was inserted 774 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed 775 * UP_OBJ_REMOVE: op was removed
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 776 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
964 * as that is easier than trying to look at what may have changed. 777 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 778 * UP_OBJ_FACE: only the objects face has changed.
966 */ 779 */
967 780void
968void update_object(object *op, int action) { 781update_object (object *op, int action)
969 int update_now=0, flags; 782{
970 MoveType move_on, move_off, move_block, move_slow; 783 if (!op)
971 784 {
972 if (op == NULL) {
973 /* this should never happen */ 785 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 786 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
975 return; 787 return;
976 }
977 788 }
978 if(op->env!=NULL) { 789
790 if (!op->is_on_map ())
791 {
979 /* Animation is currently handled by client, so nothing 792 /* Animation is currently handled by client, so nothing
980 * to do in this case. 793 * to do in this case.
981 */
982 return;
983 }
984
985 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways.
987 */ 794 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 795 return;
989 796 }
797
990 /* make sure the object is within map boundaries */ 798 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 799 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 800 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 801 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 802#ifdef MANY_CORES
995 abort(); 803 abort ();
996#endif 804#endif
997 return; 805 return;
998 }
999 806 }
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1006 807
808 mapspace &m = op->ms ();
809
810 if (!(m.flags_ & P_UPTODATE))
811 /* nop */;
1007 if (action == UP_OBJ_INSERT) { 812 else if (action == UP_OBJ_INSERT)
813 {
814#if 0
815 // this is likely overkill, TODO: revisit (schmorp)
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 816 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1009 update_now=1;
1010
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 817 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1012 update_now=1; 818 || (op->is_player () && !(m.flags_ & P_PLAYER))
1013 819 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
820 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 821 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1015 update_now=1; 822 || (m.move_on | op->move_on ) != m.move_on
1016 823 || (m.move_off | op->move_off ) != m.move_off
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 824 || (m.move_slow | op->move_slow) != m.move_slow
1018 update_now=1;
1019
1020 if ((move_on | op->move_on) != move_on) update_now=1;
1021 if ((move_off | op->move_off) != move_off) update_now=1;
1022 /* This isn't perfect, but I don't expect a lot of objects to 825 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 826 * have move_allow right now.
1024 */ 827 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 828 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1026 update_now=1; 829 m.invalidate ();
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 830#else
831 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
832 m.invalidate ();
833#endif
1028 } 834 }
1029 /* if the object is being removed, we can't make intelligent 835 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 836 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 837 * that is being removed.
1032 */ 838 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 839 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 840 m.invalidate ();
1035 } else if (action == UP_OBJ_FACE) { 841 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 842 /* Nothing to do for that case */ ;
1037 }
1038 else { 843 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 844 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 845
1042 if (update_now) {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y);
1045 }
1046
1047 if(op->more!=NULL) 846 if (op->more)
1048 update_object(op->more, action); 847 update_object (op->more, action);
1049} 848}
1050 849
850object::object ()
851{
852 SET_FLAG (this, FLAG_REMOVED);
1051 853
1052/* 854 //expmul = 1.0; declared const for the time being
1053 * free_object() frees everything allocated by an object, removes 855 face = blank_face;
1054 * it from the list of used objects, and puts it on the list of 856 material = MATERIAL_NULL;
1055 * free objects. The IS_FREED() flag is set in the object.
1056 * The object must have been removed by remove_ob() first for
1057 * this function to succeed.
1058 *
1059 * If free_inventory is set, free inventory as well. Else drop items in
1060 * inventory to the ground.
1061 */
1062
1063void free_object(object *ob) {
1064 free_object2(ob, 0);
1065} 857}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 858
1069 ob->clear (); 859object::~object ()
860{
861 unlink ();
1070 862
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 863 free_key_values (this);
1072 LOG(llevDebug,"Free object called with non removed object\n"); 864}
1073 dump_object(ob); 865
1074#ifdef MANY_CORES 866static int object_count;
1075 abort(); 867
1076#endif 868void object::link ()
869{
870 assert (!index);//D
871 uuid = UUID::gen ();
872 count = ++object_count;
873
874 refcnt_inc ();
875 objects.insert (this);
876}
877
878void object::unlink ()
879{
880 if (!index)
881 return;
882
883 objects.erase (this);
884 refcnt_dec ();
885}
886
887void
888object::activate ()
889{
890 /* If already on active list, don't do anything */
891 if (active)
892 return;
893
894 if (has_active_speed ())
1077 } 895 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 896 if (flag [FLAG_FREED])
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 897 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
1080 remove_friendly_object(ob); 898
899 actives.insert (this);
900 }
901}
902
903void
904object::activate_recursive ()
905{
906 activate ();
907
908 for (object *op = inv; op; op = op->below)
909 op->activate_recursive ();
910}
911
912/* This function removes object 'op' from the list of active
913 * objects.
914 * This should only be used for style maps or other such
915 * reference maps where you don't want an object that isn't
916 * in play chewing up cpu time getting processed.
917 * The reverse of this is to call update_ob_speed, which
918 * will do the right thing based on the speed of the object.
919 */
920void
921object::deactivate ()
922{
923 /* If not on the active list, nothing needs to be done */
924 if (!active)
925 return;
926
927 actives.erase (this);
928}
929
930void
931object::deactivate_recursive ()
932{
933 for (object *op = inv; op; op = op->below)
934 op->deactivate_recursive ();
935
936 deactivate ();
937}
938
939void
940object::set_flag_inv (int flag, int value)
941{
942 for (object *op = inv; op; op = op->below)
1081 } 943 {
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 944 op->flag [flag] = value;
1083 dump_object(ob); 945 op->set_flag_inv (flag, value);
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1085 return;
1086 } 946 }
1087 if(ob->more!=NULL) { 947}
1088 free_object2(ob->more, free_inventory); 948
1089 ob->more=NULL; 949/*
1090 } 950 * Remove and free all objects in the inventory of the given object.
1091 if (ob->inv) { 951 * object.c ?
952 */
953void
954object::destroy_inv (bool drop_to_ground)
955{
956 // need to check first, because the checks below might segfault
957 // as we might be on an invalid mapspace and crossfire code
958 // is too buggy to ensure that the inventory is empty.
959 // corollary: if you create arrows etc. with stuff in its inventory,
960 // cf will crash below with off-map x and y
961 if (!inv)
962 return;
963
1092 /* Only if the space blocks everything do we not process - 964 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 965 * if some form of movement is allowed, let objects
1094 * drop on that space. 966 * drop on that space.
1095 */ 967 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 968 if (!drop_to_ground
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 969 || !map
1098 { 970 || map->in_memory != MAP_ACTIVE
1099 op=ob->inv; 971 || map->no_drop
1100 while(op!=NULL) { 972 || ms ().move_block == MOVE_ALL)
1101 tmp=op->below; 973 {
1102 remove_ob(op); 974 while (inv)
1103 free_object2(op, free_inventory); 975 inv->destroy ();
1104 op=tmp;
1105 } 976 }
1106 } 977 else
1107 else { /* Put objects in inventory onto this space */ 978 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 979 while (inv)
1109 while(op!=NULL) { 980 {
1110 tmp=op->below; 981 object *op = inv;
1111 remove_ob(op); 982
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 983 if (op->flag [FLAG_STARTEQUIP]
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 984 || op->flag [FLAG_NO_DROP]
1114 free_object(op); 985 || op->type == RUNE
1115 else { 986 || op->type == TRAP
1116 op->x=ob->x; 987 || op->flag [FLAG_IS_A_TEMPLATE]
1117 op->y=ob->y; 988 || op->flag [FLAG_DESTROY_ON_DEATH])
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 989 op->destroy ();
1119 } 990 else
1120 op=tmp; 991 map->insert (op, x, y);
992 }
1121 } 993 }
1122 }
1123 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127
1128 SET_FLAG(ob, FLAG_FREED);
1129 ob->count = 0;
1130
1131 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152
1153
1154 /* Why aren't events freed? */
1155 free_key_values(ob);
1156
1157#if 0 /* MEMORY_DEBUG*/
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1159 * presumes the freed_object will stick around for at least a little
1160 * bit
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179} 994}
1180 995
1181/* 996object *object::create ()
1182 * count_free() returns the number of objects on the list of free objects. 997{
1183 */
1184
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects; 998 object *op = new object;
1188 while(tmp!=NULL) 999 op->link ();
1189 tmp=tmp->next, i++;
1190 return i; 1000 return op;
1191} 1001}
1192 1002
1193/* 1003static struct freed_map : maptile
1194 * count_used() returns the number of objects on the list of used objects. 1004{
1195 */ 1005 freed_map ()
1006 {
1007 path = "<freed objects map>";
1008 name = "/internal/freed_objects_map";
1009 width = 3;
1010 height = 3;
1011 no_drop = 1;
1012 no_reset = 1;
1196 1013
1197int count_used(void) { 1014 alloc ();
1198 int i=0; 1015 in_memory = MAP_ACTIVE;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203}
1204
1205/*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215}
1216
1217/*
1218 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)).
1220 */
1221
1222void sub_weight (object *op, signed long weight) {
1223 while (op != NULL) {
1224 if (op->type == CONTAINER) {
1225 weight=(signed long)(weight*(100-op->stats.Str)/100);
1226 }
1227 op->carrying-=weight;
1228 op = op->env;
1229 } 1016 }
1230}
1231 1017
1232/* remove_ob(op): 1018 ~freed_map ()
1019 {
1020 destroy ();
1021 }
1022} freed_map; // freed objects are moved here to avoid crashes
1023
1024void
1025object::do_destroy ()
1026{
1027 if (flag [FLAG_IS_LINKED])
1028 remove_link ();
1029
1030 if (flag [FLAG_FRIENDLY])
1031 remove_friendly_object (this);
1032
1033 remove ();
1034
1035 attachable::do_destroy ();
1036
1037 deactivate ();
1038 unlink ();
1039
1040 flag [FLAG_FREED] = 1;
1041
1042 // hack to ensure that freed objects still have a valid map
1043 map = &freed_map;
1044 x = 1;
1045 y = 1;
1046
1047 if (more)
1048 {
1049 more->destroy ();
1050 more = 0;
1051 }
1052
1053 head = 0;
1054
1055 // clear those pointers that likely might cause circular references
1056 owner = 0;
1057 enemy = 0;
1058 attacked_by = 0;
1059 current_weapon = 0;
1060}
1061
1062void
1063object::destroy ()
1064{
1065 if (destroyed ())
1066 return;
1067
1068 if (!is_head () && !head->destroyed ())
1069 {
1070 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1071 head->destroy ();
1072 return;
1073 }
1074
1075 destroy_inv (false);
1076
1077 if (is_head ())
1078 if (sound_destroy)
1079 play_sound (sound_destroy);
1080 else if (flag [FLAG_MONSTER])
1081 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1082
1083 attachable::destroy ();
1084}
1085
1086/* op->remove ():
1233 * This function removes the object op from the linked list of objects 1087 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the 1088 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 1089 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 1090 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 1091 * the previous environment.
1238 * Beware: This function is called from the editor as well!
1239 */
1240
1241void remove_ob(object *op) {
1242 object *tmp,*last=NULL;
1243 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1251 dump_object(op);
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */ 1092 */
1264 abort(); 1093void
1265 } 1094object::do_remove ()
1266 if(op->more!=NULL) 1095{
1267 remove_ob(op->more); 1096 if (flag [FLAG_REMOVED])
1097 return;
1268 1098
1269 SET_FLAG(op, FLAG_REMOVED); 1099 INVOKE_OBJECT (REMOVE, this);
1270 1100
1101 flag [FLAG_REMOVED] = true;
1102
1103 if (more)
1104 more->remove ();
1105
1271 /* 1106 /*
1272 * In this case, the object to be removed is in someones 1107 * In this case, the object to be removed is in someones
1273 * inventory. 1108 * inventory.
1274 */ 1109 */
1275 if(op->env!=NULL) { 1110 if (env)
1276 if(op->nrof) 1111 {
1277 sub_weight(op->env, op->weight*op->nrof); 1112 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1278 else 1113 if (object *pl = visible_to ())
1279 sub_weight(op->env, op->weight+op->carrying); 1114 esrv_del_item (pl->contr, count);
1115 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1280 1116
1281 /* NO_FIX_PLAYER is set when a great many changes are being 1117 adjust_weight (env, -total_weight ());
1282 * made to players inventory. If set, avoiding the call
1283 * to save cpu time.
1284 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1287 fix_player(otmp);
1288 1118
1289 if(op->above!=NULL) 1119 object *pl = in_player ();
1290 op->above->below=op->below;
1291 else
1292 op->env->inv=op->below;
1293 1120
1294 if(op->below!=NULL)
1295 op->below->above=op->above;
1296
1297 /* we set up values so that it could be inserted into 1121 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 1122 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 1123 * to the caller to decide what we want to do.
1300 */
1301 op->x=op->env->x,op->y=op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map;
1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL;
1306 return;
1307 }
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */ 1124 */
1125 map = env->map;
1126 x = env->x;
1127 y = env->y;
1333 1128
1129 // make sure cmov optimisation is applicable
1130 *(above ? &above->below : &env->inv) = below;
1131 *(below ? &below->above : &above ) = above; // &above is just a dummy
1132
1133 above = 0;
1134 below = 0;
1135 env = 0;
1136
1137 if (pl && pl->is_player ())
1138 {
1139 pl->contr->queue_stats_update ();
1140
1141 if (glow_radius && pl->is_on_map ())
1142 update_all_los (pl->map, pl->x, pl->y);
1143 }
1144 }
1145 else if (map)
1146 {
1147 map->dirty = true;
1148 mapspace &ms = this->ms ();
1149
1150 if (object *pl = ms.player ())
1151 {
1152 if (is_player ())
1153 {
1154 if (!flag [FLAG_WIZPASS])
1155 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1156
1157 // leaving a spot always closes any open container on the ground
1158 if (container && !container->env)
1159 // this causes spurious floorbox updates, but it ensures
1160 // that the CLOSE event is being sent.
1161 close_container ();
1162
1163 --map->players;
1164 map->touch ();
1165 }
1166 else if (pl->container_ () == this)
1167 {
1168 // removing a container should close it
1169 close_container ();
1170 }
1171
1172 esrv_del_item (pl->contr, count);
1173 }
1174
1334 /* link the object above us */ 1175 /* link the object above us */
1335 if (op->above) 1176 // re-link, make sure compiler can easily use cmove
1336 op->above->below=op->below; 1177 *(above ? &above->below : &ms.top) = below;
1337 else 1178 *(below ? &below->above : &ms.bot) = above;
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1339
1340 /* Relink the object below us, if there is one */
1341 if(op->below) {
1342 op->below->above=op->above;
1343 } else {
1344 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is
1346 * evident
1347 */
1348 if(GET_MAP_OB(m,x,y)!=op) {
1349 dump_object(op);
1350 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1179
1180 above = 0;
1181 below = 0;
1182
1183 ms.invalidate ();
1184
1359 if (op->map->in_memory == MAP_SAVING) 1185 if (map->in_memory == MAP_SAVING)
1360 return; 1186 return;
1361 1187
1362 tag = op->count; 1188 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1365 /* No point updating the players look faces if he is the object
1366 * being removed.
1367 */
1368 1189
1369 if(tmp->type==PLAYER && tmp!=op) { 1190 if (object *pl = ms.player ())
1191 {
1192 if (pl->container_ () == this)
1370 /* If a container that the player is currently using somehow gets 1193 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1194 * removed (most likely destroyed), update the player view
1372 * appropriately. 1195 * appropriately.
1373 */ 1196 */
1374 if (tmp->container==op) { 1197 pl->close_container ();
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1198
1376 tmp->container=NULL; 1199 //TODO: the floorbox prev/next might need updating
1200 //esrv_del_item (pl->contr, count);
1201 //TODO: update floorbox to preserve ordering
1202 if (pl->contr->ns)
1203 pl->contr->ns->floorbox_update ();
1204 }
1205
1206 if (check_walk_off)
1207 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1208 {
1209 above = tmp->above;
1210
1211 /* No point updating the players look faces if he is the object
1212 * being removed.
1213 */
1214
1215 /* See if object moving off should effect something */
1216 if ((move_type & tmp->move_off)
1217 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1218 move_apply (tmp, this, 0);
1219 }
1220
1221 if (affects_los ())
1222 update_all_los (map, x, y);
1377 } 1223 }
1378 tmp->contr->socket.update_look=1;
1379 }
1380 /* See if player moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1383
1384 move_apply(tmp, op, NULL);
1385 if (was_destroyed (op, tag)) {
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392
1393 if(tmp->above == tmp)
1394 tmp->above = NULL;
1395 last=tmp;
1396 }
1397 /* last == NULL of there are no objects on this space */
1398 if (last==NULL) {
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else
1408 update_object(last, UP_OBJ_REMOVE);
1409
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1411 update_all_los(op->map, op->x, op->y);
1412
1413} 1224}
1414 1225
1415/* 1226/*
1416 * merge_ob(op,top): 1227 * merge_ob(op,top):
1417 * 1228 *
1418 * This function goes through all objects below and including top, and 1229 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1230 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1231 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1232 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1233 */
1423 1234object *
1424object *merge_ob(object *op, object *top) { 1235merge_ob (object *op, object *top)
1236{
1425 if(!op->nrof) 1237 if (!op->nrof)
1426 return 0; 1238 return 0;
1427 if(top==NULL) 1239
1240 if (!top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1241 for (top = op; top && top->above; top = top->above)
1242 ;
1243
1429 for(;top!=NULL;top=top->below) { 1244 for (; top; top = top->below)
1430 if(top==op) 1245 if (object::can_merge (op, top))
1431 continue;
1432 if (CAN_MERGE(op,top))
1433 { 1246 {
1434 top->nrof+=op->nrof; 1247 top->nrof += op->nrof;
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1248
1436 op->weight = 0; /* Don't want any adjustements now */ 1249 if (object *pl = top->visible_to ())
1437 remove_ob(op); 1250 esrv_update_item (UPD_NROF, pl, top);
1438 free_object(op); 1251
1252 op->weight = 0; // cancel the addition above
1253 op->carrying = 0; // must be 0 already
1254
1255 op->destroy ();
1256
1439 return top; 1257 return top;
1440 } 1258 }
1441 } 1259
1442 return NULL; 1260 return 0;
1443} 1261}
1444 1262
1263void
1264object::expand_tail ()
1265{
1266 if (more)
1267 return;
1268
1269 object *prev = this;
1270
1271 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1272 {
1273 object *op = at->instance ();
1274
1275 op->name = name;
1276 op->name_pl = name_pl;
1277 op->title = title;
1278
1279 op->head = this;
1280 prev->more = op;
1281
1282 prev = op;
1283 }
1284}
1285
1445/* 1286/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1287 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1447 * job preparing multi-part monsters 1288 * job preparing multi-part monsters.
1448 */ 1289 */
1290object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1291insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1292{
1451 if (op->head) 1293 op->remove ();
1452 op=op->head; 1294
1453 for (tmp=op;tmp;tmp=tmp->more){ 1295 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1296 {
1454 tmp->x=x+tmp->arch->clone.x; 1297 tmp->x = x + tmp->arch->x;
1455 tmp->y=y+tmp->arch->clone.y; 1298 tmp->y = y + tmp->arch->y;
1456 } 1299 }
1300
1457 return insert_ob_in_map (op, m, originator, flag); 1301 return insert_ob_in_map (op, m, originator, flag);
1458} 1302}
1459 1303
1460/* 1304/*
1461 * insert_ob_in_map (op, map, originator, flag): 1305 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1306 * This function inserts the object in the two-way linked list
1475 * Return value: 1319 * Return value:
1476 * new object if 'op' was merged with other object 1320 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1321 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1322 * just 'op' otherwise
1479 */ 1323 */
1480 1324object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1325insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1326{
1483 object *tmp, *top, *floor=NULL; 1327 op->remove ();
1484 sint16 x,y;
1485 1328
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1329 if (m == &freed_map)//D TODO: remove soon
1487 LOG (llevError, "Trying to insert freed object!\n"); 1330 {//D
1488 return NULL; 1331 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1489 } 1332 }//D
1490 if(m==NULL) {
1491 dump_object(op);
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1493 return op;
1494 }
1495 if(out_of_map(m,op->x,op->y)) {
1496 dump_object(op);
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1498#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted.
1502 */
1503 abort();
1504#endif
1505 return op;
1506 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op;
1511 }
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */
1514 1333
1515 object *more = op->more;
1516
1517 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it.
1521 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y);
1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent.
1530 */
1531 more->map = m;
1532 }
1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1535 if ( ! op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL;
1538 }
1539 }
1540 CLEAR_FLAG(op,FLAG_REMOVED);
1541
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot 1334 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now 1335 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1336 * need extra work
1549 */ 1337 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1338 maptile *newmap = m;
1551 x = op->x; 1339 if (!xy_normalise (newmap, op->x, op->y))
1552 y = op->y; 1340 {
1341 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1342 return 0;
1343 }
1553 1344
1345 if (object *more = op->more)
1346 if (!insert_ob_in_map (more, m, originator, flag))
1347 return 0;
1348
1349 op->flag [FLAG_REMOVED] = false;
1350 op->env = 0;
1351 op->map = newmap;
1352
1353 mapspace &ms = op->ms ();
1354
1554 /* this has to be done after we translate the coordinates. 1355 /* this has to be done after we translate the coordinates.
1555 */ 1356 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1357 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1358 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1359 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1360 {
1560 remove_ob(tmp); 1361 // TODO: we actually want to update tmp, not op,
1561 free_object(tmp); 1362 // but some caller surely breaks when we return tmp
1562 } 1363 // from here :/
1563 } 1364 op->nrof += tmp->nrof;
1365 tmp->destroy ();
1366 }
1564 1367
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1368 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1369 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1370
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1371 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1372 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1373
1570 if (flag & INS_BELOW_ORIGINATOR) { 1374 if (flag & INS_BELOW_ORIGINATOR)
1375 {
1571 if (originator->map != op->map || originator->x != op->x || 1376 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1377 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1378 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1379 abort ();
1575 } 1380 }
1381
1382 if (!originator->is_on_map ())
1383 {
1384 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1385 op->debug_desc (), originator->debug_desc ());
1386 abort ();
1387 }
1388
1576 op->above = originator; 1389 op->above = originator;
1577 op->below = originator->below; 1390 op->below = originator->below;
1578 if (op->below) op->below->above = op;
1579 else SET_MAP_OB(op->map, op->x, op->y, op);
1580 /* since *below* originator, no need to update top */
1581 originator->below = op; 1391 originator->below = op;
1582 } else { 1392
1393 *(op->below ? &op->below->above : &ms.bot) = op;
1394 }
1395 else
1396 {
1397 object *floor = 0;
1398 object *top = ms.top;
1399
1583 /* If there are other objects, then */ 1400 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1401 if (top)
1585 object *last=NULL; 1402 {
1586 /* 1403 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1404 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1405 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1406 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1407 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1408 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1409 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of 1410 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time 1411 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed 1412 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1413 * that flying non pickable objects are spell objects.
1597 */ 1414 */
1415 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1416 {
1417 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1418 floor = tmp;
1598 1419
1599 while (top != NULL) { 1420 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 { 1421 {
1606 /* We insert above top, so we want this object below this */ 1422 /* We insert above top, so we want this object below this */
1607 top=top->below; 1423 top = tmp->below;
1608 break; 1424 break;
1609 } 1425 }
1610 last = top;
1611 top = top->above;
1612 }
1613 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last;
1615 1426
1427 top = tmp;
1428 }
1429
1616 /* We let update_position deal with figuring out what the space 1430 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1431 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1432 * makes things faster, and effectively the same result.
1619 */ 1433 */
1620 1434
1621 /* Have object 'fall below' other objects that block view. 1435 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1436 * Unless those objects are exits.
1623 * If INS_ON_TOP is used, don't do this processing 1437 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1438 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1439 * stacking is a bit odd.
1626 */ 1440 */
1627 if (!(flag & INS_ON_TOP) && 1441 if (!(flag & INS_ON_TOP)
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1442 && ms.flags () & P_BLOCKSVIEW
1629 (op->face && !op->face->visibility)) { 1443 && (op->face && !faces [op->face].visibility))
1444 {
1445 object *last;
1446
1630 for (last=top; last != floor; last=last->below) 1447 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1448 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1449 break;
1450
1632 /* Check to see if we found the object that blocks view, 1451 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1452 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1453 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1454 * set top to the object below us.
1636 */ 1455 */
1637 if (last && last->below && last != floor) top=last->below; 1456 if (last && last->below && last != floor)
1457 top = last->below;
1458 }
1459 } /* If objects on this space */
1460
1461 if (flag & INS_ABOVE_FLOOR_ONLY)
1462 top = floor;
1463
1464 // insert object above top, or bottom-most if top = 0
1465 if (!top)
1466 {
1467 op->below = 0;
1468 op->above = ms.bot;
1469 ms.bot = op;
1470
1471 *(op->above ? &op->above->below : &ms.top) = op;
1472 }
1473 else
1474 {
1475 op->above = top->above;
1476 top->above = op;
1477
1478 op->below = top;
1479 *(op->above ? &op->above->below : &ms.top) = op;
1480 }
1638 } 1481 }
1639 } /* If objects on this space */
1640 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y);
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1643 1482
1644 /* Top is the object that our object (op) is going to get inserted above. 1483 if (op->is_player ())
1645 */ 1484 {
1646
1647 /* First object on this space */
1648 if (!top) {
1649 op->above = GET_MAP_OB(op->map, op->x, op->y);
1650 if (op->above) op->above->below = op;
1651 op->below = NULL;
1652 SET_MAP_OB(op->map, op->x, op->y, op);
1653 } else { /* get inserted into the stack above top */
1654 op->above = top->above;
1655 if (op->above) op->above->below = op;
1656 op->below = top;
1657 top->above = op;
1658 }
1659 if (op->above==NULL)
1660 SET_MAP_TOP(op->map,op->x, op->y, op);
1661 } /* else not INS_BELOW_ORIGINATOR */
1662
1663 if(op->type==PLAYER)
1664 op->contr->do_los=1; 1485 op->contr->do_los = 1;
1665 1486 ++op->map->players;
1666 /* If we have a floor, we know the player, if any, will be above 1487 op->map->touch ();
1667 * it, so save a few ticks and start from there.
1668 */
1669 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1671 if (tmp->type == PLAYER)
1672 tmp->contr->socket.update_look=1;
1673 } 1488 }
1674 1489
1490 op->map->dirty = true;
1491
1492 if (object *pl = ms.player ())
1493 //TODO: the floorbox prev/next might need updating
1494 //esrv_send_item (pl, op);
1495 //TODO: update floorbox to preserve ordering
1496 if (pl->contr->ns)
1497 pl->contr->ns->floorbox_update ();
1498
1675 /* If this object glows, it may affect lighting conditions that are 1499 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1500 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players 1501 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well 1502 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1503 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1504 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1505 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1506 * of effect may be sufficient.
1683 */ 1507 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1508 if (op->affects_los ())
1509 {
1510 op->ms ().invalidate ();
1685 update_all_los(op->map, op->x, op->y); 1511 update_all_los (op->map, op->x, op->y);
1512 }
1686 1513
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1514 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1515 update_object (op, UP_OBJ_INSERT);
1690 1516
1517 INVOKE_OBJECT (INSERT, op);
1691 1518
1692 /* Don't know if moving this to the end will break anything. However, 1519 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this. 1520 * we want to have floorbox_update called before calling this.
1694 * 1521 *
1695 * check_move_on() must be after this because code called from 1522 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1523 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1524 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1525 * update_object().
1699 */ 1526 */
1700 1527
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1528 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1529 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1530 {
1704 if (check_move_on(op, originator)) 1531 if (check_move_on (op, originator))
1705 return NULL; 1532 return 0;
1706 1533
1707 /* If we are a multi part object, lets work our way through the check 1534 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1535 * walk on's.
1709 */ 1536 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1537 for (object *tmp = op->more; tmp; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1538 if (check_move_on (tmp, originator))
1712 return NULL; 1539 return 0;
1713 } 1540 }
1541
1714 return op; 1542 return op;
1715} 1543}
1716 1544
1717/* this function inserts an object in the map, but if it 1545/* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first. 1546 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map. 1547 * op is the object to insert it under: supplies x and the map.
1720 */ 1548 */
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1549void
1722 object *tmp; 1550replace_insert_ob_in_map (shstr_tmp archname, object *op)
1723 object *tmp1; 1551{
1724
1725 /* first search for itself and remove any old instances */ 1552 /* first search for itself and remove any old instances */
1726 1553
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1554 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1555 if (tmp->arch->archname == archname) /* same archetype */
1729 remove_ob(tmp); 1556 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1557
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1558 object *tmp = archetype::find (archname)->instance ();
1735 1559
1736 1560 tmp->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1561 tmp->y = op->y;
1562
1738 insert_ob_in_map(tmp1,op->map,op,0); 1563 insert_ob_in_map (tmp, op->map, op, 0);
1739} 1564}
1740 1565
1741/* 1566object *
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1567object::insert_at (object *where, object *originator, int flags)
1743 * is returned contains nr objects, and the remaining parts contains 1568{
1744 * the rest (or is removed and freed if that number is 0). 1569 if (where->env)
1745 * On failure, NULL is returned, and the reason put into the 1570 return where->env->insert (this);
1746 * global static errmsg array. 1571 else
1747 */ 1572 return where->map->insert (this, where->x, where->y, originator, flags);
1573}
1748 1574
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1575// check whether we can put this into the map, respect max_volume, max_items
1750 object *newob; 1576bool
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1577object::can_drop_at (maptile *m, int x, int y, object *originator)
1578{
1579 mapspace &ms = m->at (x, y);
1752 1580
1753 if(orig_ob->nrof<nr) { 1581 int items = ms.items ();
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 }
1758 newob = object_create_clone(orig_ob);
1759 if((orig_ob->nrof-=nr)<1) {
1760 if ( ! is_removed)
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) {
1765 if(orig_ob->env!=NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL;
1772 }
1773 }
1774 newob->nrof=nr;
1775 1582
1583 if (!items // testing !items ensures we can drop at least one item
1584 || (items < m->max_items
1585 && ms.volume () < m->max_volume))
1776 return newob; 1586 return true;
1777}
1778 1587
1588 if (originator && originator->is_player ())
1589 originator->contr->failmsg (format (
1590 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1591 query_name ()
1592 ));
1593
1594 return false;
1595}
1596
1779/* 1597/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1598 * decrease(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1599 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1600 * is subsequently removed and freed.
1783 * 1601 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1602 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1603 */
1786 1604bool
1787object *decrease_ob_nr (object *op, uint32 i) 1605object::decrease (sint32 nr)
1788{ 1606{
1789 object *tmp; 1607 if (!nr)
1790 player *pl; 1608 return true;
1791 1609
1792 if (i == 0) /* objects with op->nrof require this check */ 1610 nr = min (nr, nrof);
1611
1612 if (nrof > nr)
1613 {
1614 nrof -= nr;
1615 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1616
1617 if (object *pl = visible_to ())
1618 esrv_update_item (UPD_NROF, pl, this);
1619
1620 return true;
1621 }
1622 else
1623 {
1624 destroy ();
1625 return false;
1626 }
1627}
1628
1629/*
1630 * split(ob,nr) splits up ob into two parts. The part which
1631 * is returned contains nr objects, and the remaining parts contains
1632 * the rest (or is removed and returned if that number is 0).
1633 * On failure, NULL is returned.
1634 */
1635object *
1636object::split (sint32 nr)
1637{
1638 int have = number_of ();
1639
1640 if (have < nr)
1641 return 0;
1642 else if (have == nr)
1643 {
1644 remove ();
1645 return this;
1646 }
1647 else
1648 {
1649 decrease (nr);
1650
1651 object *op = deep_clone ();
1652 op->nrof = nr;
1793 return op; 1653 return op;
1794
1795 if (i > op->nrof)
1796 i = op->nrof;
1797
1798 if (QUERY_FLAG (op, FLAG_REMOVED))
1799 { 1654 }
1800 op->nrof -= i; 1655}
1656
1657object *
1658insert_ob_in_ob (object *op, object *where)
1659{
1660 if (!where)
1801 } 1661 {
1802 else if (op->env != NULL) 1662 char *dump = dump_object (op);
1803 { 1663 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1804 /* is this object in the players inventory, or sub container 1664 free (dump);
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i;
1824 if (tmp) {
1825 esrv_send_item(tmp, op);
1826 }
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count);
1832 }
1833 }
1834 }
1835 else
1836 {
1837 object *above = op->above;
1838
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) {
1848 if (op->nrof)
1849 esrv_send_item(tmp, op);
1850 else
1851 esrv_del_item(tmp->contr, op->count);
1852 }
1853 }
1854
1855 if (op->nrof) {
1856 return op; 1665 return op;
1857 } else { 1666 }
1858 free_object (op); 1667
1859 return NULL; 1668 if (where->head_ () != where)
1860 } 1669 {
1861} 1670 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1862 1671 where = where->head;
1863/*
1864 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying.
1866 */
1867
1868void add_weight (object *op, signed long weight) {
1869 while (op!=NULL) {
1870 if (op->type == CONTAINER) {
1871 weight=(signed long)(weight*(100-op->stats.Str)/100);
1872 }
1873 op->carrying+=weight;
1874 op=op->env;
1875 } 1672 }
1876}
1877 1673
1674 return where->insert (op);
1675}
1676
1878/* 1677/*
1879 * insert_ob_in_ob(op,environment): 1678 * env->insert (op)
1880 * This function inserts the object op in the linked list 1679 * This function inserts the object op in the linked list
1881 * inside the object environment. 1680 * inside the object environment.
1882 * 1681 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1682 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1683 * be != op, if items are merged. -Tero
1890 */ 1684 */
1891 1685object *
1892object *insert_ob_in_ob(object *op,object *where) { 1686object::insert (object *op)
1893 object *tmp, *otmp; 1687{
1894
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1896 dump_object(op);
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1688 if (op->more)
1689 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1690 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1691 return op;
1914 } 1692 }
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1693
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1694 op->remove ();
1695
1696 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1697
1917 if(op->nrof) { 1698 if (op->nrof)
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1699 for (object *tmp = inv; tmp; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1700 if (object::can_merge (tmp, op))
1701 {
1920 /* return the original object and remove inserted object 1702 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1703 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1704 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1705
1924 * tmp->nrof, we need to increase the weight. 1706 if (object *pl = tmp->visible_to ())
1925 */ 1707 esrv_update_item (UPD_NROF, pl, tmp);
1926 add_weight (where, op->weight*op->nrof); 1708
1927 SET_FLAG(op, FLAG_REMOVED); 1709 adjust_weight (this, op->total_weight ());
1928 free_object(op); /* free the inserted object */ 1710
1711 op->destroy ();
1929 op = tmp; 1712 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1713 goto inserted;
1931 CLEAR_FLAG(op, FLAG_REMOVED);
1932 break;
1933 } 1714 }
1934 1715
1935 /* I assume combined objects have no inventory 1716 op->owner = 0; // it's his/hers now. period.
1936 * We add the weight - this object could have just been removed 1717 op->map = 0;
1937 * (if it was possible to merge). calling remove_ob will subtract 1718 op->x = 0;
1938 * the weight, so we need to add it in again, since we actually do 1719 op->y = 0;
1939 * the linking below
1940 */
1941 add_weight (where, op->weight*op->nrof);
1942 } else
1943 add_weight (where, (op->weight+op->carrying));
1944 1720
1945 otmp=is_player_inv(where);
1946 if (otmp&&otmp->contr!=NULL) {
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp);
1949 }
1950
1951 op->map=NULL;
1952 op->env=where;
1953 op->above=NULL; 1721 op->above = 0;
1954 op->below=NULL; 1722 op->below = inv;
1955 op->x=0,op->y=0; 1723 op->env = this;
1956 op->ox=0,op->oy=0;
1957 1724
1725 if (inv)
1726 inv->above = op;
1727
1728 inv = op;
1729
1730 op->flag [FLAG_REMOVED] = 0;
1731
1732 if (object *pl = op->visible_to ())
1733 esrv_send_item (pl, op);
1734
1735 adjust_weight (this, op->total_weight ());
1736
1737inserted:
1958 /* reset the light list and los of the players on the map */ 1738 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1739 if (op->glow_radius && is_on_map ())
1960 { 1740 {
1961#ifdef DEBUG_LIGHTS 1741 update_stats ();
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1742 update_all_los (map, x, y);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1966 } 1743 }
1744 else if (is_player ())
1745 // if this is a player's inventory, update stats
1746 contr->queue_stats_update ();
1967 1747
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1748 INVOKE_OBJECT (INSERT, this);
1969 * It sure simplifies this function... 1749
1970 */
1971 if (where->inv==NULL)
1972 where->inv=op;
1973 else {
1974 op->below = where->inv;
1975 op->below->above = op;
1976 where->inv = op;
1977 }
1978 return op; 1750 return op;
1979} 1751}
1980 1752
1981/* 1753/*
1982 * Checks if any objects has a move_type that matches objects 1754 * Checks if any objects has a move_type that matches objects
1996 * 1768 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1769 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects 1770 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1771 * on top.
2000 */ 1772 */
2001 1773int
2002int check_move_on (object *op, object *originator) 1774check_move_on (object *op, object *originator)
2003{ 1775{
2004 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map;
2007 int x=op->x, y=op->y;
2008 MoveType move_on, move_slow, move_block;
2009
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1776 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1777 return 0;
1778
1779 object *tmp;
1780 maptile *m = op->map;
1781 int x = op->x, y = op->y;
1782
1783 mapspace &ms = m->at (x, y);
1784
1785 ms.update ();
1786
1787 MoveType move_on = ms.move_on;
1788 MoveType move_slow = ms.move_slow;
1789 MoveType move_block = ms.move_block;
1790
1791 /* if nothing on this space will slow op down or be applied,
1792 * no need to do checking below. have to make sure move_type
1793 * is set, as lots of objects don't have it set - we treat that
1794 * as walking.
1795 */
1796 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1797 return 0;
1798
1799 /* This is basically inverse logic of that below - basically,
1800 * if the object can avoid the move on or slow move, they do so,
1801 * but can't do it if the alternate movement they are using is
1802 * blocked. Logic on this seems confusing, but does seem correct.
1803 */
1804 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1805 return 0;
1806
1807 /* The objects have to be checked from top to bottom.
1808 * Hence, we first go to the top:
1809 */
1810 for (object *next, *tmp = ms.top; tmp; tmp = next)
1811 {
1812 next = tmp->below;
1813
1814 if (tmp == op)
1815 continue; /* Can't apply yourself */
1816
1817 /* Check to see if one of the movement types should be slowed down.
1818 * Second check makes sure that the movement types not being slowed
1819 * (~slow_move) is not blocked on this space - just because the
1820 * space doesn't slow down swimming (for example), if you can't actually
1821 * swim on that space, can't use it to avoid the penalty.
1822 */
1823 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1824 {
1825 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1826 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1827 {
1828 float diff = tmp->move_slow_penalty * fabs (op->speed);
1829
1830 if (op->is_player ())
1831 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1832 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1833 diff /= 4.0;
1834
1835 op->speed_left -= diff;
1836 }
1837 }
1838
1839 /* Basically same logic as above, except now for actual apply. */
1840 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1841 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1842 {
1843 move_apply (tmp, op, originator);
1844
1845 if (op->destroyed ())
1846 return 1;
1847
1848 /* what the person/creature stepped onto has moved the object
1849 * someplace new. Don't process any further - if we did,
1850 * have a feeling strange problems would result.
1851 */
1852 if (op->map != m || op->x != x || op->y != y)
1853 return 0;
1854 }
1855 }
1856
1857 return 0;
2091} 1858}
2092 1859
2093/* 1860/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1861 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1862 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1863 * The first matching object is returned, or NULL if none.
2097 */ 1864 */
2098 1865object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1866present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1867{
2101 if(m==NULL || out_of_map(m,x,y)) { 1868 if (!m || out_of_map (m, x, y))
1869 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1870 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1871 return NULL;
2104 } 1872 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1873
2106 if(tmp->arch == at) 1874 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1875 if (tmp->arch->archname == at->archname)
2107 return tmp; 1876 return tmp;
1877
2108 return NULL; 1878 return NULL;
2109} 1879}
2110 1880
2111/* 1881/*
2112 * present(type, map, x, y) searches for any objects with 1882 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1883 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1884 * The first matching object is returned, or NULL if none.
2115 */ 1885 */
2116 1886object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1887present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1888{
2119 if(out_of_map(m,x,y)) { 1889 if (out_of_map (m, x, y))
1890 {
2120 LOG(llevError,"Present called outside map.\n"); 1891 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1892 return NULL;
2122 } 1893 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1894
1895 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1896 if (tmp->type == type)
2125 return tmp; 1897 return tmp;
1898
2126 return NULL; 1899 return NULL;
2127} 1900}
2128 1901
2129/* 1902/*
2130 * present_in_ob(type, object) searches for any objects with 1903 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1904 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1905 * The first matching object is returned, or NULL if none.
2133 */ 1906 */
2134 1907object *
2135object *present_in_ob(unsigned char type, const object *op) { 1908present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1909{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1910 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1911 if (tmp->type == type)
2139 return tmp; 1912 return tmp;
1913
2140 return NULL; 1914 return NULL;
2141} 1915}
2142 1916
2143/* 1917/*
2144 * present_in_ob (type, str, object) searches for any objects with 1918 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1926 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1927 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1928 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1929 * to be unique.
2156 */ 1930 */
2157 1931object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1932present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1933{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1934 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1935 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1936 return tmp;
2164 } 1937
2165 return NULL; 1938 return 0;
2166} 1939}
2167 1940
2168/* 1941/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1942 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1943 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1944 * The first matching object is returned, or NULL if none.
2172 */ 1945 */
2173 1946object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1947present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1948{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2177 if( tmp->arch == at) 1950 if (tmp->arch->archname == at->archname)
2178 return tmp; 1951 return tmp;
1952
2179 return NULL; 1953 return NULL;
2180} 1954}
2181 1955
2182/* 1956/*
2183 * activate recursively a flag on an object inventory 1957 * activate recursively a flag on an object inventory
2184 */ 1958 */
1959void
2185void flag_inv(object*op, int flag){ 1960flag_inv (object *op, int flag)
2186 object *tmp; 1961{
2187 if(op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1962 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 {
2189 SET_FLAG(tmp, flag); 1964 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1965 flag_inv (tmp, flag);
2191 } 1966 }
1967}
1968
2192}/* 1969/*
2193 * desactivate recursively a flag on an object inventory 1970 * deactivate recursively a flag on an object inventory
2194 */ 1971 */
1972void
2195void unflag_inv(object*op, int flag){ 1973unflag_inv (object *op, int flag)
2196 object *tmp; 1974{
2197 if(op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1975 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1976 {
2199 CLEAR_FLAG(tmp, flag); 1977 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1978 unflag_inv (tmp, flag);
2201 } 1979 }
2202}
2203
2204/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function.
2209 */
2210
2211void set_cheat(object *op) {
2212 SET_FLAG(op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ);
2214} 1980}
2215 1981
2216/* 1982/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1983 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain 1984 * a spot at the given map and coordinates which will be able to contain
2220 * to search (see the freearr_x/y[] definition). 1986 * to search (see the freearr_x/y[] definition).
2221 * It returns a random choice among the alternatives found. 1987 * It returns a random choice among the alternatives found.
2222 * start and stop are where to start relative to the free_arr array (1,9 1988 * start and stop are where to start relative to the free_arr array (1,9
2223 * does all 4 immediate directions). This returns the index into the 1989 * does all 4 immediate directions). This returns the index into the
2224 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1990 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2225 * Note - this only checks to see if there is space for the head of the
2226 * object - if it is a multispace object, this should be called for all
2227 * pieces.
2228 * Note2: This function does correctly handle tiled maps, but does not 1991 * Note: This function does correctly handle tiled maps, but does not
2229 * inform the caller. However, insert_ob_in_map will update as 1992 * inform the caller. However, insert_ob_in_map will update as
2230 * necessary, so the caller shouldn't need to do any special work. 1993 * necessary, so the caller shouldn't need to do any special work.
2231 * Note - updated to take an object instead of archetype - this is necessary 1994 * Note - updated to take an object instead of archetype - this is necessary
2232 * because arch_blocked (now ob_blocked) needs to know the movement type 1995 * because arch_blocked (now ob_blocked) needs to know the movement type
2233 * to know if the space in question will block the object. We can't use 1996 * to know if the space in question will block the object. We can't use
2234 * the archetype because that isn't correct if the monster has been 1997 * the archetype because that isn't correct if the monster has been
2235 * customized, changed states, etc. 1998 * customized, changed states, etc.
2236 */ 1999 */
2237 2000int
2238int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2001find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2002{
2003 int altern[SIZEOFFREE];
2239 int i,index=0, flag; 2004 int index = 0, flag;
2240 static int altern[SIZEOFFREE];
2241 2005
2242 for(i=start;i<stop;i++) { 2006 for (int i = start; i < stop; i++)
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2007 {
2244 if(!flag) 2008 mapxy pos (m, x, y); pos.move (i);
2009
2010 if (!pos.normalise ())
2011 continue;
2012
2013 mapspace &ms = *pos;
2014
2015 if (ms.flags () & P_IS_ALIVE)
2016 continue;
2017
2018 /* However, often
2019 * ob doesn't have any move type (when used to place exits)
2020 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2021 */
2022 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2023 {
2245 altern[index++]=i; 2024 altern [index++] = i;
2025 continue;
2026 }
2246 2027
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2028 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 2029 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 2030 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 2031 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 2032 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2033 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2034 * won't look 2 spaces south of the target space.
2254 */ 2035 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2036 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2037 {
2256 stop=maxfree[i]; 2038 stop = maxfree[i];
2257 } 2039 continue;
2258 if(!index) return -1; 2040 }
2259 return altern[RANDOM()%index];
2260}
2261 2041
2042 /* Note it is intentional that we check ob - the movement type of the
2043 * head of the object should correspond for the entire object.
2044 */
2045 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2046 continue;
2047
2048 if (ob->blocked (pos.m, pos.x, pos.y))
2049 continue;
2050
2051 altern [index++] = i;
2052 }
2053
2054 if (!index)
2055 return -1;
2056
2057 return altern [rndm (index)];
2058}
2059
2262/* 2060/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2061 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2062 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2063 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2064 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2065 */
2268 2066int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2067find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2068{
2271 for(i=0;i<SIZEOFFREE;i++) { 2069 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2070 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2071 return i;
2274 } 2072
2275 return -1; 2073 return -1;
2276} 2074}
2277 2075
2278/* 2076/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2077 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2078 * arr[begin..end-1].
2079 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2080 */
2081static void
2282static void permute(int *arr, int begin, int end) 2082permute (int *arr, int begin, int end)
2283{ 2083{
2284 int i, j, tmp, len; 2084 arr += begin;
2085 end -= begin;
2285 2086
2286 len = end-begin; 2087 while (--end)
2287 for(i = begin; i < end; i++) 2088 swap (arr [end], arr [rndm (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2089}
2296 2090
2297/* new function to make monster searching more efficient, and effective! 2091/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2092 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2093 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed 2094 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within 2095 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order. 2096 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2097 */
2098void
2304void get_search_arr(int *search_arr) 2099get_search_arr (int *search_arr)
2305{ 2100{
2306 int i; 2101 int i;
2307 2102
2308 for(i = 0; i < SIZEOFFREE; i++) 2103 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2104 search_arr[i] = i;
2311 }
2312 2105
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2106 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2107 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2108 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2109}
2317 2110
2318/* 2111/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2112 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2113 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2118 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info 2119 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move 2120 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2121 * there is capable of.
2329 */ 2122 */
2330 2123int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2124find_dir (maptile *m, int x, int y, object *exclude)
2125{
2332 int i,max=SIZEOFFREE, mflags; 2126 int max = SIZEOFFREE, mflags;
2333 sint16 nx, ny;
2334 object *tmp;
2335 mapstruct *mp;
2336 MoveType blocked, move_type; 2127 MoveType move_type;
2337 2128
2338 if (exclude && exclude->head) { 2129 if (exclude && exclude->head_ () != exclude)
2130 {
2339 exclude = exclude->head; 2131 exclude = exclude->head;
2340 move_type = exclude->move_type; 2132 move_type = exclude->move_type;
2341 } else { 2133 }
2134 else
2135 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2136 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2137 move_type = MOVE_ALL;
2344 }
2345
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i];
2350
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2352 if (mflags & P_OUT_OF_MAP) {
2353 max = maxfree[i];
2354 } else {
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2356
2357 if ((move_type & blocked) == move_type) {
2358 max=maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) {
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2363 break;
2364 }
2365 }
2366 if(tmp) {
2367 return freedir[i];
2368 }
2369 } 2138 }
2370 } 2139
2140 for (int i = 1; i < max; i++)
2371 } 2141 {
2142 mapxy pos (m, x, y);
2143 pos.move (i);
2144
2145 if (!pos.normalise ())
2146 max = maxfree[i];
2147 else
2148 {
2149 mapspace &ms = *pos;
2150
2151 if ((move_type & ms.move_block) == move_type)
2152 max = maxfree [i];
2153 else if (ms.flags () & P_IS_ALIVE)
2154 {
2155 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2156 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2157 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2158 return freedir [i];
2159 }
2160 }
2161 }
2162
2372 return 0; 2163 return 0;
2373} 2164}
2374 2165
2375/* 2166/*
2376 * distance(object 1, object 2) will return the square of the 2167 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2168 * distance between the two given objects.
2378 */ 2169 */
2379 2170int
2380int distance(const object *ob1, const object *ob2) { 2171distance (const object *ob1, const object *ob2)
2381 int i; 2172{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2173 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2174}
2386 2175
2387/* 2176/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2177 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another 2178 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2179 * object, needs to travel toward it.
2391 */ 2180 */
2392 2181int
2393int find_dir_2(int x, int y) { 2182find_dir_2 (int x, int y)
2183{
2394 int q; 2184 int q;
2395 2185
2396 if(y) 2186 if (y)
2397 q=x*100/y; 2187 q = x * 100 / y;
2398 else if (x) 2188 else if (x)
2399 q= -300*x; 2189 q = -300 * x;
2400 else 2190 else
2401 return 0; 2191 return 0;
2402 2192
2403 if(y>0) { 2193 if (y > 0)
2194 {
2404 if(q < -242) 2195 if (q < -242)
2405 return 3 ; 2196 return 3;
2406 if (q < -41) 2197 if (q < -41)
2407 return 2 ; 2198 return 2;
2408 if (q < 41) 2199 if (q < 41)
2409 return 1 ; 2200 return 1;
2410 if (q < 242) 2201 if (q < 242)
2411 return 8 ; 2202 return 8;
2412 return 7 ; 2203 return 7;
2413 } 2204 }
2414 2205
2415 if (q < -242) 2206 if (q < -242)
2416 return 7 ; 2207 return 7;
2417 if (q < -41) 2208 if (q < -41)
2418 return 6 ; 2209 return 6;
2419 if (q < 41) 2210 if (q < 41)
2420 return 5 ; 2211 return 5;
2421 if (q < 242) 2212 if (q < 242)
2422 return 4 ; 2213 return 4;
2423 2214
2424 return 3 ; 2215 return 3;
2425}
2426
2427/*
2428 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction).
2431 */
2432
2433int absdir(int d) {
2434 while(d<1) d+=8;
2435 while(d>8) d-=8;
2436 return d;
2437} 2216}
2438 2217
2439/* 2218/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2219 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2220 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2221 */
2443 2222int
2444int dirdiff(int dir1, int dir2) { 2223dirdiff (int dir1, int dir2)
2224{
2445 int d; 2225 int d;
2226
2446 d = abs(dir1 - dir2); 2227 d = abs (dir1 - dir2);
2447 if(d>4) 2228 if (d > 4)
2448 d = 8 - d; 2229 d = 8 - d;
2230
2449 return d; 2231 return d;
2450} 2232}
2451 2233
2452/* peterm: 2234/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2235 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2456 * This basically means that if direction is 15, then it could either go 2238 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are. 2239 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction 2240 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2241 * functions.
2460 */ 2242 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2243static const int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2244 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2245 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2246 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2247 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2248 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2249 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2250 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2251 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2252 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2253 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2254 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2255 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2256 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2257 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2258 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2259 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2260 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2261 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2262 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2263 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2264 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2265 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2266 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2267 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2268 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2269 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2270 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2271 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2272 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2273 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2274 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2275 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2276 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2277 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2278 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2279 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2280 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2281 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2282 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2283 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2284 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2285 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2286 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2287 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2288 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2289 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2290 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2291 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2292 {24, 9, -1}
2293}; /* 48 */
2512 2294
2513/* Recursive routine to step back and see if we can 2295/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2296 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2297 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2298 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2299 * Modified to be map tile aware -.MSW
2518 */ 2300 */
2519 2301int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2302can_see_monsterP (maptile *m, int x, int y, int dir)
2303{
2522 sint16 dx, dy; 2304 sint16 dx, dy;
2523 int mflags; 2305 int mflags;
2524 2306
2307 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2308 return 0; /* exit condition: invalid direction */
2526 2309
2527 dx = x + freearr_x[dir]; 2310 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2311 dy = y + freearr_y[dir];
2529 2312
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2313 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2314
2532 /* This functional arguably was incorrect before - it was 2315 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2316 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2317 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2318 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or 2319 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2320 * at least its move type.
2538 */ 2321 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2322 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2323 return 0;
2540 2324
2541 /* yes, can see. */ 2325 /* yes, can see. */
2542 if(dir < 9) return 1; 2326 if (dir < 9)
2327 return 1;
2328
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2329 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2330 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2331 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2332}
2547 2333
2548
2549
2550/* 2334/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2335 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2336 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2337 * picked up, otherwise 0.
2554 * 2338 *
2555 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2339 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2556 * core dumps if they do. 2340 * core dumps if they do.
2557 * 2341 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2342 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2343 */
2560 2344int
2561int can_pick(const object *who, const object *item) { 2345can_pick (const object *who, const object *item)
2346{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2347 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2348 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2349 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2350}
2567
2568 2351
2569/* 2352/*
2570 * create clone from object to another 2353 * create clone from object to another
2571 */ 2354 */
2572object *object_create_clone (object *asrc) { 2355object *
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2356object::deep_clone ()
2357{
2358 assert (("deep_clone called on non-head object", is_head ()));
2574 2359
2575 if(!asrc) return NULL; 2360 object *dst = clone ();
2576 src = asrc;
2577 if(src->head)
2578 src = src->head;
2579 2361
2580 prev = NULL; 2362 object *prev = dst;
2581 for(part = src; part; part = part->more) { 2363 for (object *part = this->more; part; part = part->more)
2582 tmp = get_object(); 2364 {
2583 copy_object(part,tmp); 2365 object *tmp = part->clone ();
2584 tmp->x -= src->x;
2585 tmp->y -= src->y;
2586 if(!part->head) {
2587 dst = tmp;
2588 tmp->head = NULL;
2589 } else {
2590 tmp->head = dst; 2366 tmp->head = dst;
2591 }
2592 tmp->more = NULL;
2593 if(prev)
2594 prev->more = tmp; 2367 prev->more = tmp;
2595 prev = tmp; 2368 prev = tmp;
2596 } 2369 }
2597 /*** copy inventory ***/ 2370
2598 for(item = src->inv; item; item = item->below) { 2371 for (object *item = inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2372 insert_ob_in_ob (item->deep_clone (), dst);
2600 }
2601 2373
2602 return dst; 2374 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611}
2612
2613/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */
2619
2620object* load_object_str(const char *obstr)
2621{
2622 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF];
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2626 tempfile=fopen(filename,"w");
2627 if (tempfile == NULL)
2628 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n");
2630 return NULL;
2631 };
2632 fprintf(tempfile,obstr);
2633 fclose(tempfile);
2634
2635 op=get_object();
2636
2637 tempfile=fopen(filename,"r");
2638 if (tempfile == NULL)
2639 {
2640 LOG(llevError,"Error - Unable to read object temp file\n");
2641 return NULL;
2642 };
2643 object_thawer thawer (tempfile);
2644 load_object(thawer,op,LO_NEWFILE,0);
2645 LOG(llevDebug," load str completed, object=%s\n",op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED);
2647 fclose(tempfile);
2648 return op;
2649} 2375}
2650 2376
2651/* This returns the first object in who's inventory that 2377/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2378 * has the same type and subtype match.
2653 * returns NULL if no match. 2379 * returns NULL if no match.
2654 */ 2380 */
2381object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2382find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2383{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2384 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2385 if (tmp->type == type && tmp->subtype == subtype)
2386 return tmp;
2661 2387
2662 return NULL; 2388 return 0;
2663} 2389}
2664 2390
2665/* If ob has a field named key, return the link from the list, 2391shstr_tmp
2666 * otherwise return NULL. 2392object::kv_get (shstr_tmp key) const
2667 * 2393{
2668 * key must be a passed in shared string - otherwise, this won't 2394 for (key_value *kv = key_values; kv; kv = kv->next)
2669 * do the desired thing. 2395 if (kv->key == key)
2670 */ 2396 return kv->value;
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2397
2672 key_value * link; 2398 return shstr ();
2399}
2400
2401void
2402object::kv_set (shstr_tmp key, shstr_tmp value)
2403{
2404 for (key_value *kv = key_values; kv; kv = kv->next)
2405 if (kv->key == key)
2406 {
2407 kv->value = value;
2408 return;
2409 }
2410
2411 key_value *kv = new key_value;
2412
2413 kv->next = key_values;
2414 kv->key = key;
2415 kv->value = value;
2416
2417 key_values = kv;
2418}
2419
2420void
2421object::kv_del (shstr_tmp key)
2422{
2423 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2424 if ((*kvp)->key == key)
2425 {
2426 key_value *kv = *kvp;
2427 *kvp = (*kvp)->next;
2428 delete kv;
2429 return;
2430 }
2431}
2432
2433object::depth_iterator::depth_iterator (object *container)
2434: iterator_base (container)
2435{
2436 while (item->inv)
2437 item = item->inv;
2438}
2439
2440void
2441object::depth_iterator::next ()
2442{
2443 if (item->below)
2673 2444 {
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2445 item = item->below;
2675 if (link->key == key) { 2446
2676 return link; 2447 while (item->inv)
2448 item = item->inv;
2449 }
2450 else
2451 item = item->env;
2452}
2453
2454const char *
2455object::flag_desc (char *desc, int len) const
2456{
2457 char *p = desc;
2458 bool first = true;
2459
2460 *p = 0;
2461
2462 for (int i = 0; i < NUM_FLAGS; i++)
2463 {
2464 if (len <= 10) // magic constant!
2465 {
2466 snprintf (p, len, ",...");
2467 break;
2677 } 2468 }
2678 }
2679
2680 return NULL;
2681}
2682 2469
2683/* 2470 if (flag [i])
2684 * Returns the value of op has an extra_field for key, or NULL.
2685 *
2686 * The argument doesn't need to be a shared string.
2687 *
2688 * The returned string is shared.
2689 */
2690const char * get_ob_key_value(const object * op, const char * const key) {
2691 key_value * link;
2692 const char * canonical_key;
2693
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2471 {
2702 return NULL; 2472 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2703 } 2473 len -= cnt;
2704 2474 p += cnt;
2705 /* This is copied from get_ob_key_link() above - 2475 first = false;
2706 * only 4 lines, and saves the function call overhead.
2707 */
2708 for (link = op->key_values; link != NULL; link = link->next) {
2709 if (link->key == canonical_key) {
2710 return link->value;
2711 } 2476 }
2712 } 2477 }
2478
2479 return desc;
2480}
2481
2482// return a suitable string describing an object in enough detail to find it
2483const char *
2484object::debug_desc (char *info) const
2485{
2486 char flagdesc[512];
2487 char info2[256 * 4];
2488 char *p = info;
2489
2490 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2491 count,
2492 uuid.c_str (),
2493 &name,
2494 title ? ",title:\"" : "",
2495 title ? (const char *)title : "",
2496 title ? "\"" : "",
2497 flag_desc (flagdesc, 512), type);
2498
2499 if (!flag[FLAG_REMOVED] && env)
2500 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2501
2502 if (map)
2503 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2504
2505 return info;
2506}
2507
2508const char *
2509object::debug_desc () const
2510{
2511 static char info[3][256 * 4];
2512 static int info_idx;
2513
2514 return debug_desc (info [++info_idx % 3]);
2515}
2516
2517struct region *
2518object::region () const
2519{
2520 return map ? map->region (x, y)
2521 : region::default_region ();
2522}
2523
2524void
2525object::open_container (object *new_container)
2526{
2527 if (container == new_container)
2713 return NULL; 2528 return;
2714}
2715 2529
2530 object *old_container = container;
2716 2531
2717/* 2532 if (old_container)
2718 * Updates the canonical_key in op to value.
2719 *
2720 * canonical_key is a shared string (value doesn't have to be).
2721 *
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys.
2724 *
2725 * Returns TRUE on success.
2726 */
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2728 key_value * field = NULL, *last=NULL;
2729 2533 {
2730 for (field=op->key_values; field != NULL; field=field->next) { 2534 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2731 if (field->key != canonical_key) { 2535 return;
2732 last = field; 2536
2733 continue; 2537#if 0
2734 } 2538 // remove the "Close old_container" object.
2735 2539 if (object *closer = old_container->inv)
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2540 if (closer->type == CLOSE_CON)
2737 if (value) 2541 closer->destroy ();
2738 field->value = add_string(value); 2542#endif
2739 else { 2543
2740 /* Basically, if the archetype has this key set, 2544 // make sure the container is available
2741 * we need to store the null value so when we save 2545 esrv_send_item (this, old_container);
2742 * it, we save the empty value so that when we load, 2546
2743 * we get this value back again. 2547 old_container->flag [FLAG_APPLIED] = false;
2744 */ 2548 container = 0;
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2549
2746 field->value = NULL; 2550 // client needs item update to make it work, client bug requires this to be separate
2747 else { 2551 esrv_update_item (UPD_FLAGS, this, old_container);
2748 /* Delete this link */ 2552
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2553 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2554 play_sound (sound_find ("chest_close"));
2751 if (last) last->next = field->next;
2752 else op->key_values = field->next;
2753 free(field);
2754 } 2555 }
2755 }
2756 return TRUE;
2757 }
2758 /* IF we get here, key doesn't exist */
2759 2556
2760 /* No field, we'll have to add it. */ 2557 if (new_container)
2761 2558 {
2762 if (!add_key) { 2559 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2763 return FALSE; 2560 return;
2764 } 2561
2765 /* There isn't any good reason to store a null 2562 // TODO: this does not seem to serve any purpose anymore?
2766 * value in the key/value list. If the archetype has 2563#if 0
2767 * this key, then we should also have it, so shouldn't 2564 // insert the "Close Container" object.
2768 * be here. If user wants to store empty strings, 2565 if (archetype *closer = new_container->other_arch)
2769 * should pass in "" 2566 {
2770 */ 2567 object *closer = new_container->other_arch->instance ();
2771 if (value == NULL) return TRUE; 2568 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2569 new_container->insert (closer);
2570 }
2571#endif
2572
2573 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2574
2575 // make sure the container is available, client bug requires this to be separate
2576 esrv_send_item (this, new_container);
2577
2578 new_container->flag [FLAG_APPLIED] = true;
2579 container = new_container;
2580
2581 // client needs flag change
2582 esrv_update_item (UPD_FLAGS, this, new_container);
2583 esrv_send_inventory (this, new_container);
2584 play_sound (sound_find ("chest_open"));
2772 2585 }
2773 field = (key_value *) malloc(sizeof(key_value)); 2586// else if (!old_container->env && contr && contr->ns)
2587// contr->ns->floorbox_reset ();
2588}
2589
2590object *
2591object::force_find (shstr_tmp name)
2592{
2593 /* cycle through his inventory to look for the MARK we want to
2594 * place
2595 */
2596 for (object *tmp = inv; tmp; tmp = tmp->below)
2597 if (tmp->type == FORCE && tmp->slaying == name)
2598 return splay (tmp);
2599
2600 return 0;
2601}
2602
2603//-GPL
2604
2605void
2606object::force_set_timer (int duration)
2607{
2608 this->duration = 1;
2609 this->speed_left = -1.f;
2610
2611 this->set_speed (duration ? 1.f / duration : 0.f);
2612}
2613
2614object *
2615object::force_add (shstr_tmp name, int duration)
2616{
2617 if (object *force = force_find (name))
2618 force->destroy ();
2619
2620 object *force = get_archetype (FORCE_NAME);
2621
2622 force->slaying = name;
2623 force->force_set_timer (duration);
2624 force->flag [FLAG_APPLIED] = true;
2625
2626 return insert (force);
2627}
2628
2629void
2630object::play_sound (faceidx sound) const
2631{
2632 if (!sound)
2633 return;
2634
2635 if (is_on_map ())
2636 map->play_sound (sound, x, y);
2637 else if (object *pl = in_player ())
2638 pl->contr->play_sound (sound);
2639}
2640
2641void
2642object::say_msg (const char *msg) const
2643{
2644 if (is_on_map ())
2645 map->say_msg (msg, x, y);
2646 else if (object *pl = in_player ())
2647 pl->contr->play_sound (sound);
2648}
2649
2650void
2651object::make_noise ()
2652{
2653 // we do not model noise in the map, so instead put
2654 // a temporary light into the noise source
2655 // could use the map instead, but that's less reliable for our
2656 // goal, which is to make invisibility a bit harder to exploit
2657
2658 // currently only works sensibly for players
2659 if (!is_player ())
2660 return;
2661
2662 // find old force, or create new one
2663 object *force = force_find (shstr_noise_force);
2664
2665 if (force)
2666 force->speed_left = -1.f; // patch old speed up
2667 else
2774 2668 {
2775 field->key = add_refcount(canonical_key); 2669 force = archetype::get (shstr_noise_force);
2776 field->value = add_string(value); 2670
2777 /* Usual prepend-addition. */ 2671 force->slaying = shstr_noise_force;
2778 field->next = op->key_values; 2672 force->stats.food = 1;
2779 op->key_values = field; 2673 force->speed_left = -1.f;
2674
2675 force->set_speed (1.f / 4.f);
2676 force->flag [FLAG_IS_USED_UP] = true;
2677 force->flag [FLAG_APPLIED] = true;
2678
2679 insert (force);
2780 2680 }
2781 return TRUE;
2782} 2681}
2783 2682
2784/*
2785 * Updates the key in op to value.
2786 *
2787 * If add_key is FALSE, this will only update existing keys,
2788 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key
2790 *
2791 * Returns TRUE on success.
2792 */
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2794 const char * canonical_key = NULL;
2795 int floating_ref = FALSE;
2796 int ret;
2797
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string
2799 * to get_ob_key_link(), without leaving a leaked refcount.
2800 */
2801
2802 canonical_key = find_string(key);
2803 if (canonical_key == NULL) {
2804 canonical_key = add_string(key);
2805 floating_ref = TRUE;
2806 }
2807
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2809
2810 if (floating_ref) {
2811 free_string(canonical_key);
2812 }
2813
2814 return ret;
2815}

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