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Comparing deliantra/server/common/object.C (file contents):
Revision 1.2 by root, Fri Aug 25 17:11:52 2006 UTC vs.
Revision 1.320 by root, Wed Apr 7 19:54:44 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 1.2 2006/08/25 17:11:52 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 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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
57void (*object_free_callback)(object *ob); 34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
58 38
39objectvec objects;
40activevec actives;
41
42//+GPL
43
59short freearr_x[SIZEOFFREE]= 44short freearr_x[SIZEOFFREE] = {
60 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 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,
61 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 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};
62short freearr_y[SIZEOFFREE]= 50short freearr_y[SIZEOFFREE] = {
63 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 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,
64 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 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
65int maxfree[SIZEOFFREE]= 55};
66 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
67 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
68int freedir[SIZEOFFREE]= { 56int freedir[SIZEOFFREE] = {
69 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 57 0,
70 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 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};
71 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}
72 208
73/* 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
74static int compare_ob_value_lists_one(const object * wants, const object * has) { 211compare_ob_value_lists_one (const object *wants, const object *has)
75 key_value * wants_field; 212{
76
77 /* 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
78 * 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
79 * different structure or at least keep the lists sorted... 215 * different structure or at least keep the lists sorted...
80 */ 216 */
81 217
82 /* For each field in wants, */ 218 /* For each field in wants, */
83 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)
84 key_value * has_field; 220 if (has->kv_get (kv->key) != kv->value)
85 221 return false;
86 /* Look for a field in has with the same key. */ 222
87 has_field = get_ob_key_link(has, wants_field->key);
88
89 if (has_field == NULL) {
90 /* No field with that name. */
91 return FALSE;
92 }
93
94 /* Found the matching field. */
95 if (has_field->value != wants_field->value) {
96 /* Values don't match, so this half of the comparison is false. */
97 return FALSE;
98 }
99
100 /* If we get here, we found a match. Now for the next field in wants. */
101 }
102
103 /* If we get here, every field in wants has a matching field in has. */ 223 /* If we get here, every field in wants has a matching field in has. */
104 return TRUE; 224 return true;
105} 225}
106 226
107/* 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
108static int compare_ob_value_lists(const object * ob1, const object * ob2) { 229compare_ob_value_lists (const object *ob1, const object *ob2)
230{
109 /* 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,
110 * so we need to run the comparison *twice*. :( 232 * so we need to run the comparison *twice*. :(
111 */ 233 */
112 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);
113} 236}
114 237
115/* 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
116 * they can be merged together. 239 * they can be merged together.
117 * 240 *
118 * 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
119 * replaces - this is mostly for clarity - a decent compiler should hopefully 242 * replaces - this is mostly for clarity - a decent compiler should hopefully
120 * reduce this to the same efficiency. 243 * reduce this to the same efficiency.
121 * 244 *
122 * Check nrof variable *before* calling CAN_MERGE() 245 * Check nrof variable *before* calling can_merge()
123 * 246 *
124 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
125 * check weight 248 * check weight
126 */ 249 */
127 250bool object::can_merge_slow (object *ob1, object *ob2)
128int CAN_MERGE(object *ob1, object *ob2) { 251{
129
130 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
131 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;
132 259
133 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
134 /* 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
135 * 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
136 * check? 339 * check?
137 */ 340 */
138 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 341 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
139 return 0;
140
141 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
142 * value could not be stored in a sint32 (which unfortunately sometimes is
143 * used to store nrof).
144 */
145 if (ob1->nrof+ob2->nrof >= 1UL<<31)
146 return 0;
147
148 /* This is really a spellbook check - really, we should
149 * check all objects in the inventory.
150 */
151 if (ob1->inv || ob2->inv) {
152 /* if one object has inventory but the other doesn't, not equiv */
153 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
154
155 /* Now check to see if the two inventory objects could merge */
156 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
157
158 /* inventory ok - still need to check rest of this object to see
159 * if it is valid.
160 */
161 }
162
163 /* If the objects have been identified, set the BEEN_APPLIED flag.
164 * This is to the comparison of the flags below will be OK. We
165 * just can't ignore the been applied or identified flags, as they
166 * are not equal - just if it has been identified, the been_applied
167 * flags lose any meaning.
168 */
169 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
170 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
171
172 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
173 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
174
175
176 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
177 * being locked in inventory should prevent merging.
178 * 0x4 in flags3 is CLIENT_SENT
179 */
180 if ((ob1->arch != ob2->arch) ||
181 (ob1->flags[0] != ob2->flags[0]) ||
182 (ob1->flags[1] != ob2->flags[1]) ||
183 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
184 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
185 (ob1->name != ob2->name) ||
186 (ob1->title != ob2->title) ||
187 (ob1->msg != ob2->msg) ||
188 (ob1->weight != ob2->weight) ||
189 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
190 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
191 (ob1->attacktype != ob2->attacktype) ||
192 (ob1->magic != ob2->magic) ||
193 (ob1->slaying != ob2->slaying) ||
194 (ob1->skill != ob2->skill) ||
195 (ob1->value != ob2->value) ||
196 (ob1->animation_id != ob2->animation_id) ||
197 (ob1->client_type != ob2->client_type) ||
198 (ob1->materialname != ob2->materialname) ||
199 (ob1->lore != ob2->lore) ||
200 (ob1->subtype != ob2->subtype) ||
201 (ob1->move_type != ob2->move_type) ||
202 (ob1->move_block != ob2->move_block) ||
203 (ob1->move_allow != ob2->move_allow) ||
204 (ob1->move_on != ob2->move_on) ||
205 (ob1->move_off != ob2->move_off) ||
206 (ob1->move_slow != ob2->move_slow) ||
207 (ob1->move_slow_penalty != ob2->move_slow_penalty)
208 )
209 return 0; 342 return 0;
210 343
211 /* Don't merge objects that are applied. With the new 'body' code,
212 * it is possible for most any character to have more than one of
213 * some items equipped, and we don't want those to merge.
214 */
215 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
216 return 0;
217
218 switch (ob1->type) { 344 switch (ob1->type)
345 {
219 case SCROLL: 346 case SCROLL:
220 if (ob1->level != ob2->level) return 0; 347 if (ob1->level != ob2->level)
348 return 0;
221 break; 349 break;
222
223 } 350 }
351
224 if (ob1->key_values != NULL || ob2->key_values != NULL) { 352 if (ob1->key_values || ob2->key_values)
353 {
225 /* At least one of these has key_values. */ 354 /* At least one of these has key_values. */
226 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 355 if ((!ob1->key_values) != (!ob2->key_values))
227 /* 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)
228 return 0; 373 return 0;
229 } else if (!compare_ob_value_lists(ob1, ob2)) { 374
375 if (k1 == 0)
376 return 1;
377
378 if (!cfperl_can_merge (ob1, ob2))
230 return 0; 379 return 0;
231 } 380 }
232 } 381 }
233 382
234 /* Everything passes, must be OK. */ 383 /* Everything passes, must be OK. */
235 return 1; 384 return 1;
236} 385}
237 386
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
238/* 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/*
239 * sum_weight() is a recursive function which calculates the weight 461 * this is a recursive function which calculates the weight
240 * 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
241 * containers are carrying, and sums it up. 463 * containers are carrying, and sums it up.
242 */ 464 */
243signed long sum_weight(object *op) { 465void
244 signed long sum; 466object::update_weight ()
245 object *inv; 467{
246 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 {
247 if (inv->inv) 472 if (op->inv)
248 sum_weight(inv); 473 op->update_weight ();
249 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 474
475 sum += op->total_weight ();
250 } 476 }
251 if (op->type == CONTAINER && op->stats.Str) 477
252 sum = (sum * (100 - op->stats.Str))/100; 478 sum = weight_adjust_for (this, sum);
253 if(op->carrying != sum) 479
480 if (sum != carrying)
481 {
254 op->carrying = sum; 482 carrying = sum;
255 return sum;
256}
257 483
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
258/** 490/*
259 * Return the outermost environment object for a given object. 491 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
260 */ 492 */
261 493char *
262object *object_get_env_recursive (object *op) {
263 while (op->env != NULL)
264 op = op->env;
265 return op;
266}
267
268/*
269 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
270 * a better check. We basically keeping traversing up until we can't
271 * or find a player.
272 */
273
274object *is_player_inv (object *op) {
275 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
276 if (op->env==op)
277 op->env = NULL;
278 return op;
279}
280
281/*
282 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
283 * Some error messages.
284 * The result of the dump is stored in the static global errmsg array.
285 */
286
287void dump_object2(object *op) {
288 char *cp;
289/* object *tmp;*/
290
291 if(op->arch!=NULL) {
292 strcat(errmsg,"arch ");
293 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
294 strcat(errmsg,"\n");
295 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
296 strcat(errmsg,cp);
297#if 0
298 /* Don't dump player diffs - they are too long, mostly meaningless, and
299 * will overflow the buffer.
300 * Changed so that we don't dump inventory either. This may
301 * also overflow the buffer.
302 */
303 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
304 strcat(errmsg,cp);
305 for (tmp=op->inv; tmp; tmp=tmp->below)
306 dump_object2(tmp);
307#endif
308 strcat(errmsg,"end\n");
309 } else {
310 strcat(errmsg,"Object ");
311 if (op->name==NULL) strcat(errmsg, "(null)");
312 else strcat(errmsg,op->name);
313 strcat(errmsg,"\n");
314#if 0
315 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
316 strcat(errmsg,cp);
317 for (tmp=op->inv; tmp; tmp=tmp->below)
318 dump_object2(tmp);
319#endif
320 strcat(errmsg,"end\n");
321 }
322}
323
324/*
325 * Dumps an object. Returns output in the static global errmsg array.
326 */
327
328void dump_object(object *op) { 494dump_object (object *op)
329 if(op==NULL) {
330 strcpy(errmsg,"[NULL pointer]");
331 return;
332 }
333 errmsg[0]='\0';
334 dump_object2(op);
335}
336
337/* GROS - Dumps an object. Return the result into a string */
338/* Note that no checking is done for the validity of the target string, so */
339/* you need to be sure that you allocated enough space for it. */
340void dump_me(object *op, char *outstr)
341{ 495{
342 char *cp; 496 if (!op)
497 return strdup ("[NULLOBJ]");
343 498
344 if(op==NULL) 499 object_freezer freezer;
345 { 500 op->write (freezer);
346 strcpy(outstr,"[NULL pointer]"); 501 return freezer.as_string ();
347 return;
348 }
349 outstr[0]='\0';
350
351 if(op->arch!=NULL)
352 {
353 strcat(outstr,"arch ");
354 strcat(outstr,op->arch->name?op->arch->name:"(null)");
355 strcat(outstr,"\n");
356 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
357 strcat(outstr,cp);
358 strcat(outstr,"end\n");
359 }
360 else
361 {
362 strcat(outstr,"Object ");
363 if (op->name==NULL)
364 strcat(outstr, "(null)");
365 else
366 strcat(outstr,op->name);
367 strcat(outstr,"\n");
368 strcat(outstr,"end\n");
369 }
370} 502}
371 503
372/* 504char *
373 * This is really verbose...Can be triggered by the P key while in DM mode. 505object::as_string ()
374 * All objects are dumped to stderr (or alternate logfile, if in server-mode) 506{
375 */ 507 return dump_object (this);
376
377void dump_all_objects(void) {
378 object *op;
379 for(op=objects;op!=NULL;op=op->next) {
380 dump_object(op);
381 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
382 }
383}
384
385/*
386 * get_nearest_part(multi-object, object 2) returns the part of the
387 * multi-object 1 which is closest to the second object.
388 * If it's not a multi-object, it is returned.
389 */
390
391object *get_nearest_part(object *op, const object *pl) {
392 object *tmp,*closest;
393 int last_dist,i;
394 if(op->more==NULL)
395 return op;
396 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
397 if((i=distance(tmp,pl))<last_dist)
398 closest=tmp,last_dist=i;
399 return closest;
400} 508}
401 509
402/* 510/*
403 * 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.
404 */ 513 */
405 514object *
406object *find_object(tag_t i) { 515find_object (tag_t i)
407 object *op; 516{
408 for(op=objects;op!=NULL;op=op->next) 517 for_all_objects (op)
409 if(op->count==i) 518 if (op->count == i)
410 break;
411 return op; 519 return op;
520
521 return 0;
522}
523
524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
412} 537}
413 538
414/* 539/*
415 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
416 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
417 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
418 */ 543 */
419 544object *
420object *find_object_name(const char *str) { 545find_object_name (const char *str)
421 const char *name=add_string(str); 546{
422 object *op; 547 shstr_cmp str_ (str);
423 for(op=objects;op!=NULL;op=op->next) 548
424 if(op->name==name) 549 if (str_)
425 break; 550 for_all_objects (op)
426 free_string(name); 551 if (op->name == str_)
552 return op;
553
427 return op; 554 return 0;
428} 555}
429
430void free_all_object_data(void) {
431#ifdef MEMORY_DEBUG
432 object *op, *next;
433
434 for (op=free_objects; op!=NULL; ) {
435 next=op->next;
436 free(op);
437 nrofallocobjects--;
438 nroffreeobjects--;
439 op=next;
440 }
441#endif
442 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
443 nrofallocobjects, nroffreeobjects,STARTMAX);
444}
445
446/*
447 * Returns the object which this object marks as being the owner.
448 * A id-scheme is used to avoid pointing to objects which have been
449 * freed and are now reused. If this is detected, the owner is
450 * set to NULL, and NULL is returned.
451 * Changed 2004-02-12 - if the player is setting at the play again
452 * prompt, he is removed, and we don't want to treat him as an owner of
453 * anything, so check removed flag. I don't expect that this should break
454 * anything - once an object is removed, it is basically dead anyways.
455 */
456
457object *get_owner(object *op) {
458 if(op->owner==NULL)
459 return NULL;
460
461 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
462 op->owner->count==op->ownercount)
463 return op->owner;
464
465 op->owner=NULL;
466 op->ownercount=0;
467 return NULL;
468}
469
470void clear_owner(object *op)
471{
472 if (!op) return;
473
474 if (op->owner && op->ownercount == op->owner->count)
475 op->owner->refcount--;
476
477 op->owner = NULL;
478 op->ownercount = 0;
479}
480
481
482 556
483/* 557/*
484 * Sets the owner and sets the skill and exp pointers to owner's current 558 * Sets the owner and sets the skill and exp pointers to owner's current
485 * skill and experience objects. 559 * skill and experience objects.
486 */ 560 * ACTUALLY NO! investigate! TODO
487void set_owner (object *op, object *owner)
488{
489 if(owner==NULL||op==NULL)
490 return;
491
492 /* next line added to allow objects which own objects */
493 /* Add a check for ownercounts in here, as I got into an endless loop
494 * with the fireball owning a poison cloud which then owned the
495 * fireball. I believe that was caused by one of the objects getting
496 * freed and then another object replacing it. Since the ownercounts
497 * didn't match, this check is valid and I believe that cause is valid.
498 */
499 while (owner->owner && owner!=owner->owner &&
500 owner->ownercount==owner->owner->count) owner=owner->owner;
501
502 /* IF the owner still has an owner, we did not resolve to a final owner.
503 * so lets not add to that.
504 */
505 if (owner->owner) return;
506
507 op->owner=owner;
508
509 op->ownercount=owner->count;
510 owner->refcount++;
511
512}
513
514/* Set the owner to clone's current owner and set the skill and experience
515 * objects to clone's objects (typically those objects that where the owner's
516 * current skill and experience objects at the time when clone's owner was
517 * set - not the owner's current skill and experience objects).
518 *
519 * Use this function if player created an object (e.g. fire bullet, swarm
520 * spell), and this object creates further objects whose kills should be
521 * accounted for the player's original skill, even if player has changed
522 * skills meanwhile.
523 */
524void copy_owner (object *op, object *clone)
525{
526 object *owner = get_owner (clone);
527 if (owner == NULL) {
528 /* players don't have owners - they own themselves. Update
529 * as appropriate.
530 */ 561 */
531 if (clone->type == PLAYER) owner=clone; 562void
532 else return; 563object::set_owner (object *owner)
564{
565 // allow objects which own objects
566 if (owner)
567 while (owner->owner)
568 owner = owner->owner;
569
570 if (flag [FLAG_FREED])
533 } 571 {
534 set_owner(op, owner); 572 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
573 return;
574 }
535 575
536} 576 this->owner = owner;
537
538/*
539 * Resets vital variables in an object
540 */
541
542void reset_object(object *op) {
543
544 op->name = NULL;
545 op->name_pl = NULL;
546 op->title = NULL;
547 op->race = NULL;
548 op->slaying = NULL;
549 op->skill = NULL;
550 op->msg = NULL;
551 op->materialname = NULL;
552 op->lore = NULL;
553 op->current_weapon_script = NULL;
554 clear_object(op);
555} 577}
556 578
557/* Zero the key_values on op, decrementing the shared-string 579/* Zero the key_values on op, decrementing the shared-string
558 * refcounts and freeing the links. 580 * refcounts and freeing the links.
559 */ 581 */
582static void
560static void free_key_values(object * op) { 583free_key_values (object *op)
561 key_value * i; 584{
562 key_value * next = NULL; 585 for (key_value *i = op->key_values; i; )
563 586 {
564 if (op->key_values == NULL) return; 587 key_value *next = i->next;
588 delete i;
589
590 i = next;
565 591 }
566 for (i = op->key_values; i != NULL; i = next) { 592
567 /* Store next *first*. */
568 next = i->next;
569
570 if (i->key) FREE_AND_CLEAR_STR(i->key);
571 if (i->value) FREE_AND_CLEAR_STR(i->value);
572 i->next = NULL;
573 free(i);
574 }
575
576 op->key_values = NULL; 593 op->key_values = 0;
577} 594}
578 595
579
580/* 596/*
581 * clear_object() frees everything allocated by an object, and also
582 * clears all variables and flags to default settings.
583 */
584
585void clear_object(object *op) {
586
587 if (object_free_callback)
588 object_free_callback (op);
589
590 event *evt;
591 event *evt2;
592
593 /* redo this to be simpler/more efficient. Was also seeing
594 * crashes in the old code. Move this to the top - am
595 * seeing periodic crashes in this code, and would like to have
596 * as much info available as possible (eg, object name).
597 */
598 for (evt = op->events; evt; evt=evt2) {
599 evt2 = evt->next;
600
601 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
602 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
603 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
604
605 free(evt);
606 }
607 op->events = NULL;
608
609 free_key_values(op);
610
611 /* the memset will clear all these values for us, but we need
612 * to reduce the refcount on them.
613 */
614 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
615 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
616 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
617 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
618 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
619 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
620 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
621 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
622 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
623
624
625 memset((void*)op, 0, sizeof (object_special));
626 /* Below here, we clear things that are not done by the memset,
627 * or set default values that are not zero.
628 */
629 /* This is more or less true */
630 SET_FLAG(op, FLAG_REMOVED);
631
632
633 op->contr = NULL;
634 op->below=NULL;
635 op->above=NULL;
636 op->inv=NULL;
637 op->events=NULL;
638 op->container=NULL;
639 op->env=NULL;
640 op->more=NULL;
641 op->head=NULL;
642 op->map=NULL;
643 op->refcount=0;
644 op->active_next = NULL;
645 op->active_prev = NULL;
646 /* What is not cleared is next, prev, and count */
647
648 op->expmul=1.0;
649 op->face = blank_face;
650 op->attacked_by_count = (tag_t) -1;
651 if (settings.casting_time)
652 op->casting_time = -1;
653
654}
655
656/*
657 * copy object first frees everything allocated by the second object, 597 * copy_to first frees everything allocated by the dst object,
658 * and then copies the contends of the first object into the second 598 * and then copies the contents of itself into the second
659 * object, allocating what needs to be allocated. Basically, any 599 * object, allocating what needs to be allocated. Basically, any
660 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 600 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
661 * if the first object is freed, the pointers in the new object 601 * if the first object is freed, the pointers in the new object
662 * will point at garbage. 602 * will point at garbage.
663 */ 603 */
604void
605object::copy_to (object *dst)
606{
607 dst->remove ();
608 *(object_copy *)dst = *this;
609 dst->flag [FLAG_REMOVED] = true;
664 610
665void copy_object(object *op2, object *op) {
666 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
667 event *evt, *evt2, *evt_new;
668
669 if (object_free_callback)
670 object_free_callback (op);
671
672 // callback registries and self are empty for copied objects
673 // this ought to change in the future
674
675 /* Decrement the refcounts, but don't bother zeroing the fields;
676 they'll be overwritten by memcpy. */
677 if(op->name!=NULL) free_string(op->name);
678 if(op->name_pl!=NULL) free_string(op->name_pl);
679 if(op->title!=NULL) free_string(op->title);
680 if(op->race!=NULL) free_string(op->race);
681 if(op->slaying!=NULL) free_string(op->slaying);
682 if(op->skill!=NULL) free_string(op->skill);
683 if(op->msg!=NULL) free_string(op->msg);
684 if(op->lore!=NULL) free_string(op->lore);
685 if(op->materialname != NULL) free_string(op->materialname);
686 if(op->custom_name != NULL) free_string(op->custom_name);
687
688 /* Basically, same code as from clear_object() */
689 for (evt = op->events; evt; evt=evt2) {
690 evt2 = evt->next;
691
692 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
693 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
694 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
695
696 free(evt);
697 }
698 op->events = NULL;
699
700 free_key_values(op);
701
702 *(object_special *)op = *(object_special *)op2;
703
704 if(is_freed) SET_FLAG(op,FLAG_FREED);
705 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
706 if(op->name!=NULL) add_refcount(op->name);
707 if(op->name_pl!=NULL) add_refcount(op->name_pl);
708 if(op->title!=NULL) add_refcount(op->title);
709 if(op->race!=NULL) add_refcount(op->race);
710 if(op->slaying!=NULL) add_refcount(op->slaying);
711 if(op->skill!=NULL) add_refcount(op->skill);
712 if(op->lore!=NULL) add_refcount(op->lore);
713 if(op->msg!=NULL) add_refcount(op->msg);
714 if(op->custom_name!=NULL) add_refcount(op->custom_name);
715 if (op->materialname != NULL) add_refcount(op->materialname);
716
717 if((op2->speed<0) && !editor)
718 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
719
720 /* Copy over event information */
721 evt2 = NULL;
722 for (evt = op2->events; evt; evt=evt->next) {
723 evt_new = (event *) malloc(sizeof(event));
724 memcpy(evt_new, evt, sizeof(event));
725 if (evt_new->hook) add_refcount(evt_new->hook);
726 if (evt_new->plugin) add_refcount(evt_new->plugin);
727 if (evt_new->options) add_refcount(evt_new->options);
728 evt_new->next = NULL;
729
730 /* Try to be a little clever here, and store away the
731 * last event we copied, so that its simpler to update the
732 * pointer.
733 */
734 if (evt2)
735 evt2->next = evt_new;
736 else
737 op->events = evt_new;
738
739 evt2 = evt_new;
740 }
741 /* Copy over key_values, if any. */ 611 /* Copy over key_values, if any. */
742 if (op2->key_values != NULL) { 612 if (key_values)
743 key_value * tail = NULL; 613 {
744 key_value * i; 614 key_value *tail = 0;
615 dst->key_values = 0;
745 616
746 op->key_values = NULL; 617 for (key_value *i = key_values; i; i = i->next)
618 {
619 key_value *new_link = new key_value;
747 620
748 for (i = op2->key_values; i != NULL; i = i->next) {
749 key_value * new_link = (key_value *) malloc(sizeof(key_value));
750
751 new_link->next = NULL; 621 new_link->next = 0;
752 new_link->key = add_refcount(i->key); 622 new_link->key = i->key;
753 if (i->value) 623 new_link->value = i->value;
754 new_link->value = add_refcount(i->value);
755 else
756 new_link->value = NULL;
757 624
758 /* Try and be clever here, too. */ 625 /* Try and be clever here, too. */
759 if (op->key_values == NULL) { 626 if (!dst->key_values)
760 op->key_values = new_link; 627 {
761 tail = new_link; 628 dst->key_values = new_link;
762 } else { 629 tail = new_link;
763 tail->next = new_link; 630 }
764 tail = new_link; 631 else
632 {
633 tail->next = new_link;
634 tail = new_link;
635 }
636 }
765 } 637 }
766 }
767 }
768 638
769 update_ob_speed(op); 639 dst->activate ();
770} 640}
771 641
772/* 642void
773 * expand_objects() allocates more objects for the list of unused objects. 643object::instantiate ()
774 * It is called from get_object() if the unused list is empty. 644{
775 */ 645 if (!uuid.seq) // HACK
646 uuid = UUID::gen ();
776 647
777void expand_objects(void) { 648 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
778 int i; 649 if (flag [FLAG_RANDOM_SPEED] && speed)
779 object *obj; 650 speed_left = - speed - rndm (); // TODO animation
780 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object)); 651 else
652 speed_left = -1.;
781 653
782 if(obj==NULL) 654 /* copy the body_info to the body_used - this is only really
783 fatal(OUT_OF_MEMORY); 655 * need for monsters, but doesn't hurt to do it for everything.
784 free_objects=obj; 656 * by doing so, when a monster is created, it has good starting
785 obj[0].prev=NULL; 657 * values for the body_used info, so when items are created
786 obj[0].next= &obj[1], 658 * for it, they can be properly equipped.
787 SET_FLAG(&(obj[0]), FLAG_REMOVED);
788 SET_FLAG(&(obj[0]), FLAG_FREED);
789
790 for(i=1;i<OBJ_EXPAND-1;i++) {
791 obj[i].next= &obj[i+1],
792 obj[i].prev= &obj[i-1],
793 SET_FLAG(&(obj[i]), FLAG_REMOVED);
794 SET_FLAG(&(obj[i]), FLAG_FREED);
795 }
796 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
797 obj[OBJ_EXPAND-1].next=NULL,
798 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
799 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
800
801 nrofallocobjects += OBJ_EXPAND;
802 nroffreeobjects += OBJ_EXPAND;
803}
804
805/*
806 * get_object() grabs an object from the list of unused objects, makes
807 * sure it is initialised, and returns it.
808 * If there are no free objects, expand_objects() is called to get more.
809 */
810
811object *get_object(void) {
812 object *op;
813
814 if(free_objects==NULL) {
815 expand_objects();
816 }
817 op=free_objects;
818#ifdef MEMORY_DEBUG
819 /* The idea is hopefully by doing a realloc, the memory
820 * debugging program will now use the current stack trace to
821 * report leaks.
822 */ 659 */
823 op = realloc(op, sizeof(object)); 660 for (int i = NUM_BODY_LOCATIONS; i--; )
824 SET_FLAG(op, FLAG_REMOVED); 661 slot[i].used = slot[i].info;
825 SET_FLAG(op, FLAG_FREED);
826#endif
827 662
828 if(!QUERY_FLAG(op,FLAG_FREED)) { 663 attachable::instantiate ();
829 LOG(llevError,"Fatal: Getting busy object.\n"); 664}
830 } 665
831 free_objects=op->next; 666object *
832 if(free_objects!=NULL) 667object::clone ()
833 free_objects->prev=NULL; 668{
834 op->count= ++ob_count; 669 object *neu = create ();
835 op->name=NULL; 670 copy_to (neu);
836 op->name_pl=NULL; 671
837 op->title=NULL; 672 // TODO: unclean state changes, should not be done in clone AND instantiate
838 op->race=NULL; 673 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
839 op->slaying=NULL; 674 neu->speed_left = - neu->speed - rndm (); // TODO animation
840 op->skill = NULL; 675
841 op->lore=NULL; 676 neu->map = map; // not copied by copy_to
842 op->msg=NULL;
843 op->materialname=NULL;
844 op->next=objects;
845 op->prev=NULL;
846 op->active_next = NULL;
847 op->active_prev = NULL;
848 if(objects!=NULL)
849 objects->prev=op;
850 objects=op;
851 clear_object(op);
852 SET_FLAG(op,FLAG_REMOVED);
853 nroffreeobjects--;
854 return op; 677 return neu;
855} 678}
856 679
857/* 680/*
858 * If an object with the IS_TURNABLE() flag needs to be turned due 681 * If an object with the IS_TURNABLE() flag needs to be turned due
859 * to the closest player being on the other side, this function can 682 * to the closest player being on the other side, this function can
860 * be called to update the face variable, _and_ how it looks on the map. 683 * be called to update the face variable, _and_ how it looks on the map.
861 */ 684 */
862 685void
863void update_turn_face(object *op) { 686update_turn_face (object *op)
687{
864 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 688 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
865 return; 689 return;
690
866 SET_ANIMATION(op, op->direction); 691 SET_ANIMATION (op, op->direction);
867 update_object(op,UP_OBJ_FACE); 692 update_object (op, UP_OBJ_FACE);
868} 693}
869 694
870/* 695/*
871 * Updates the speed of an object. If the speed changes from 0 to another 696 * Updates the speed of an object. If the speed changes from 0 to another
872 * value, or vice versa, then add/remove the object from the active list. 697 * value, or vice versa, then add/remove the object from the active list.
873 * This function needs to be called whenever the speed of an object changes. 698 * This function needs to be called whenever the speed of an object changes.
874 */ 699 */
700void
701object::set_speed (float speed)
702{
703 this->speed = speed;
875 704
876void update_ob_speed(object *op) { 705 if (has_active_speed ())
877 extern int arch_init; 706 activate ();
878
879 /* No reason putting the archetypes objects on the speed list,
880 * since they never really need to be updated.
881 */
882
883 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
884 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
885#ifdef MANY_CORES
886 abort();
887#else
888 op->speed = 0;
889#endif
890 }
891 if (arch_init) {
892 return;
893 }
894 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
895 /* If already on active list, don't do anything */
896 if (op->active_next || op->active_prev || op==active_objects)
897 return;
898
899 /* process_events() expects us to insert the object at the beginning
900 * of the list. */
901 op->active_next = active_objects;
902 if (op->active_next!=NULL)
903 op->active_next->active_prev = op;
904 active_objects = op;
905 }
906 else { 707 else
907 /* If not on the active list, nothing needs to be done */ 708 deactivate ();
908 if (!op->active_next && !op->active_prev && op!=active_objects)
909 return;
910
911 if (op->active_prev==NULL) {
912 active_objects = op->active_next;
913 if (op->active_next!=NULL)
914 op->active_next->active_prev = NULL;
915 }
916 else {
917 op->active_prev->active_next = op->active_next;
918 if (op->active_next)
919 op->active_next->active_prev = op->active_prev;
920 }
921 op->active_next = NULL;
922 op->active_prev = NULL;
923 }
924} 709}
925 710
926/* This function removes object 'op' from the list of active
927 * objects.
928 * This should only be used for style maps or other such
929 * reference maps where you don't want an object that isn't
930 * in play chewing up cpu time getting processed.
931 * The reverse of this is to call update_ob_speed, which
932 * will do the right thing based on the speed of the object.
933 */
934void remove_from_active_list(object *op)
935{
936 /* If not on the active list, nothing needs to be done */
937 if (!op->active_next && !op->active_prev && op!=active_objects)
938 return;
939
940 if (op->active_prev==NULL) {
941 active_objects = op->active_next;
942 if (op->active_next!=NULL)
943 op->active_next->active_prev = NULL;
944 }
945 else {
946 op->active_prev->active_next = op->active_next;
947 if (op->active_next)
948 op->active_next->active_prev = op->active_prev;
949 }
950 op->active_next = NULL;
951 op->active_prev = NULL;
952}
953
954/* 711/*
955 * update_object() updates the array which represents the map. 712 * update_object() updates the the map.
956 * It takes into account invisible objects (and represent squares covered 713 * It takes into account invisible objects (and represent squares covered
957 * by invisible objects by whatever is below them (unless it's another 714 * by invisible objects by whatever is below them (unless it's another
958 * invisible object, etc...) 715 * invisible object, etc...)
959 * If the object being updated is beneath a player, the look-window 716 * If the object being updated is beneath a player, the look-window
960 * of that player is updated (this might be a suboptimal way of 717 * of that player is updated (this might be a suboptimal way of
961 * updating that window, though, since update_object() is called _often_) 718 * updating that window, though, since update_object() is called _often_)
962 * 719 *
963 * action is a hint of what the caller believes need to be done. 720 * action is a hint of what the caller believes need to be done.
964 * For example, if the only thing that has changed is the face (due to
965 * an animation), we don't need to call update_position until that actually
966 * comes into view of a player. OTOH, many other things, like addition/removal
967 * of walls or living creatures may need us to update the flags now.
968 * current action are: 721 * current action are:
969 * UP_OBJ_INSERT: op was inserted 722 * UP_OBJ_INSERT: op was inserted
970 * UP_OBJ_REMOVE: op was removed 723 * UP_OBJ_REMOVE: op was removed
971 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 724 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
972 * as that is easier than trying to look at what may have changed. 725 * as that is easier than trying to look at what may have changed.
973 * UP_OBJ_FACE: only the objects face has changed. 726 * UP_OBJ_FACE: only the objects face has changed.
974 */ 727 */
975 728void
976void update_object(object *op, int action) { 729update_object (object *op, int action)
977 int update_now=0, flags; 730{
978 MoveType move_on, move_off, move_block, move_slow; 731 if (!op)
979 732 {
980 if (op == NULL) {
981 /* this should never happen */ 733 /* this should never happen */
982 LOG(llevDebug,"update_object() called for NULL object.\n"); 734 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
983 return; 735 return;
984 }
985 736 }
986 if(op->env!=NULL) { 737
738 if (!op->is_on_map ())
739 {
987 /* Animation is currently handled by client, so nothing 740 /* Animation is currently handled by client, so nothing
988 * to do in this case. 741 * to do in this case.
989 */
990 return;
991 }
992
993 /* If the map is saving, don't do anything as everything is
994 * going to get freed anyways.
995 */ 742 */
996 if (!op->map || op->map->in_memory == MAP_SAVING) return; 743 return;
997 744 }
745
998 /* make sure the object is within map boundaries */ 746 /* make sure the object is within map boundaries */
999 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 747 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
1000 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 748 {
1001 LOG(llevError,"update_object() called for object out of map!\n"); 749 LOG (llevError, "update_object() called for object out of map!\n");
1002#ifdef MANY_CORES 750#ifdef MANY_CORES
1003 abort(); 751 abort ();
1004#endif 752#endif
1005 return; 753 return;
1006 }
1007 754 }
1008 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1009 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1010 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1011 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1012 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1013 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1014 755
756 mapspace &m = op->ms ();
757
758 if (!(m.flags_ & P_UPTODATE))
759 /* nop */;
1015 if (action == UP_OBJ_INSERT) { 760 else if (action == UP_OBJ_INSERT)
761 {
762#if 0
763 // this is likely overkill, TODO: revisit (schmorp)
1016 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 764 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1017 update_now=1;
1018
1019 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 765 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1020 update_now=1; 766 || (op->is_player () && !(m.flags_ & P_PLAYER))
1021 767 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
768 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1022 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 769 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1023 update_now=1; 770 || (m.move_on | op->move_on ) != m.move_on
1024 771 || (m.move_off | op->move_off ) != m.move_off
1025 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 772 || (m.move_slow | op->move_slow) != m.move_slow
1026 update_now=1;
1027
1028 if ((move_on | op->move_on) != move_on) update_now=1;
1029 if ((move_off | op->move_off) != move_off) update_now=1;
1030 /* This isn't perfect, but I don't expect a lot of objects to 773 /* This isn't perfect, but I don't expect a lot of objects to
1031 * to have move_allow right now. 774 * have move_allow right now.
1032 */ 775 */
1033 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 776 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1034 update_now=1; 777 m.invalidate ();
1035 if ((move_slow | op->move_slow) != move_slow) update_now=1; 778#else
779 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
780 m.invalidate ();
781#endif
1036 } 782 }
1037 /* if the object is being removed, we can't make intelligent 783 /* if the object is being removed, we can't make intelligent
1038 * decisions, because remove_ob can't really pass the object 784 * decisions, because remove_ob can't really pass the object
1039 * that is being removed. 785 * that is being removed.
1040 */ 786 */
1041 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 787 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1042 update_now=1; 788 m.invalidate ();
1043 } else if (action == UP_OBJ_FACE) { 789 else if (action == UP_OBJ_FACE)
1044 /* Nothing to do for that case */ 790 /* Nothing to do for that case */ ;
1045 }
1046 else { 791 else
1047 LOG(llevError,"update_object called with invalid action: %d\n", action); 792 LOG (llevError, "update_object called with invalid action: %d\n", action);
1048 }
1049 793
1050 if (update_now) {
1051 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1052 update_position(op->map, op->x, op->y);
1053 }
1054
1055 if(op->more!=NULL) 794 if (op->more)
1056 update_object(op->more, action); 795 update_object (op->more, action);
1057} 796}
1058 797
798object::object ()
799{
800 SET_FLAG (this, FLAG_REMOVED);
1059 801
1060/* 802 //expmul = 1.0; declared const for the time being
1061 * free_object() frees everything allocated by an object, removes 803 face = blank_face;
1062 * it from the list of used objects, and puts it on the list of 804 material = MATERIAL_NULL;
1063 * free objects. The IS_FREED() flag is set in the object.
1064 * The object must have been removed by remove_ob() first for
1065 * this function to succeed.
1066 *
1067 * If free_inventory is set, free inventory as well. Else drop items in
1068 * inventory to the ground.
1069 */
1070
1071void free_object(object *ob) {
1072 free_object2(ob, 0);
1073} 805}
1074void free_object2(object *ob, int free_inventory) {
1075 object *tmp,*op;
1076 806
1077 if (object_free_callback) 807object::~object ()
1078 object_free_callback (ob); 808{
809 unlink ();
1079 810
1080 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 811 free_key_values (this);
1081 LOG(llevDebug,"Free object called with non removed object\n"); 812}
1082 dump_object(ob); 813
1083#ifdef MANY_CORES 814static int object_count;
1084 abort(); 815
1085#endif 816void object::link ()
817{
818 assert (!index);//D
819 uuid = UUID::gen ();
820 count = ++object_count;
821
822 refcnt_inc ();
823 objects.insert (this);
824}
825
826void object::unlink ()
827{
828 if (!index)
829 return;
830
831 objects.erase (this);
832 refcnt_dec ();
833}
834
835void
836object::activate ()
837{
838 /* If already on active list, don't do anything */
839 if (active)
840 return;
841
842 if (has_active_speed ())
1086 } 843 {
1087 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 844 if (flag [FLAG_FREED])
1088 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 845 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
1089 remove_friendly_object(ob); 846
847 actives.insert (this);
848 }
849}
850
851void
852object::activate_recursive ()
853{
854 activate ();
855
856 for (object *op = inv; op; op = op->below)
857 op->activate_recursive ();
858}
859
860/* This function removes object 'op' from the list of active
861 * objects.
862 * This should only be used for style maps or other such
863 * reference maps where you don't want an object that isn't
864 * in play chewing up cpu time getting processed.
865 * The reverse of this is to call update_ob_speed, which
866 * will do the right thing based on the speed of the object.
867 */
868void
869object::deactivate ()
870{
871 /* If not on the active list, nothing needs to be done */
872 if (!active)
873 return;
874
875 actives.erase (this);
876}
877
878void
879object::deactivate_recursive ()
880{
881 for (object *op = inv; op; op = op->below)
882 op->deactivate_recursive ();
883
884 deactivate ();
885}
886
887void
888object::set_flag_inv (int flag, int value)
889{
890 for (object *op = inv; op; op = op->below)
1090 } 891 {
1091 if(QUERY_FLAG(ob,FLAG_FREED)) { 892 op->flag [flag] = value;
1092 dump_object(ob); 893 op->set_flag_inv (flag, value);
1093 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1094 return;
1095 } 894 }
1096 if(ob->more!=NULL) { 895}
1097 free_object2(ob->more, free_inventory); 896
1098 ob->more=NULL; 897/*
1099 } 898 * Remove and free all objects in the inventory of the given object.
1100 if (ob->inv) { 899 * object.c ?
900 */
901void
902object::destroy_inv (bool drop_to_ground)
903{
904 // need to check first, because the checks below might segfault
905 // as we might be on an invalid mapspace and crossfire code
906 // is too buggy to ensure that the inventory is empty.
907 // corollary: if you create arrows etc. with stuff in its inventory,
908 // cf will crash below with off-map x and y
909 if (!inv)
910 return;
911
1101 /* Only if the space blocks everything do we not process - 912 /* Only if the space blocks everything do we not process -
1102 * if some form of movemnt is allowed, let objects 913 * if some form of movement is allowed, let objects
1103 * drop on that space. 914 * drop on that space.
1104 */ 915 */
1105 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 916 if (!drop_to_ground
1106 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 917 || !map
1107 { 918 || map->in_memory != MAP_ACTIVE
1108 op=ob->inv; 919 || map->no_drop
1109 while(op!=NULL) { 920 || ms ().move_block == MOVE_ALL)
1110 tmp=op->below; 921 {
1111 remove_ob(op); 922 while (inv)
1112 free_object2(op, free_inventory); 923 inv->destroy ();
1113 op=tmp;
1114 } 924 }
1115 } 925 else
1116 else { /* Put objects in inventory onto this space */ 926 { /* Put objects in inventory onto this space */
1117 op=ob->inv; 927 while (inv)
1118 while(op!=NULL) { 928 {
1119 tmp=op->below; 929 object *op = inv;
1120 remove_ob(op); 930
1121 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 931 if (op->flag [FLAG_STARTEQUIP]
1122 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 932 || op->flag [FLAG_NO_DROP]
1123 free_object(op); 933 || op->type == RUNE
1124 else { 934 || op->type == TRAP
1125 op->x=ob->x; 935 || op->flag [FLAG_IS_A_TEMPLATE]
1126 op->y=ob->y; 936 || op->flag [FLAG_DESTROY_ON_DEATH])
1127 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 937 op->destroy ();
1128 } 938 else
1129 op=tmp; 939 map->insert (op, x, y);
940 }
1130 } 941 }
1131 } 942}
1132 }
1133 /* Remove object from the active list */
1134 ob->speed = 0;
1135 update_ob_speed(ob);
1136 943
1137 SET_FLAG(ob, FLAG_FREED); 944/*
1138 ob->count = 0; 945 * Remove and free all objects in the inventory of the given object.
1139 946 * Unlike destroy_inv, this assumes the *this is destroyed as well
1140 /* Remove this object from the list of used objects */ 947 * well, so we can (and have to!) take shortcuts.
1141 if(ob->prev==NULL) { 948 */
1142 objects=ob->next; 949void
1143 if(objects!=NULL) 950object::destroy_inv_fast ()
1144 objects->prev=NULL; 951{
1145 } 952 while (object *op = inv)
1146 else {
1147 ob->prev->next=ob->next;
1148 if(ob->next!=NULL)
1149 ob->next->prev=ob->prev;
1150 }
1151
1152 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1153 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1154 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1155 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1156 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1157 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1158 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1159 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1160 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1161
1162 953 {
1163 /* Why aren't events freed? */ 954 // remove from object the fast way
1164 free_key_values(ob); 955 op->flag [FLAG_REMOVED] = true;
956 op->env = 0;
957 if ((inv = inv->below))
958 inv->above = 0;
1165 959
1166#if 0 /* MEMORY_DEBUG*/ 960 // then destroy
1167 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 961 op->destroy ();
1168 * presumes the freed_object will stick around for at least a little 962 }
1169 * bit
1170 */
1171 /* this is necessary so that memory debugging programs will
1172 * be able to accurately report source of malloc. If we recycle
1173 * objects, then some other area may be doing the get_object
1174 * and not freeing it, but the original one that malloc'd the
1175 * object will get the blame.
1176 */
1177 free(ob);
1178#else
1179
1180 /* Now link it with the free_objects list: */
1181 ob->prev=NULL;
1182 ob->next=free_objects;
1183 if(free_objects!=NULL)
1184 free_objects->prev=ob;
1185 free_objects=ob;
1186 nroffreeobjects++;
1187#endif
1188} 963}
1189 964
1190/* 965object *object::create ()
1191 * count_free() returns the number of objects on the list of free objects. 966{
1192 */
1193
1194int count_free(void) {
1195 int i=0;
1196 object *tmp=free_objects; 967 object *op = new object;
1197 while(tmp!=NULL) 968 op->link ();
1198 tmp=tmp->next, i++;
1199 return i; 969 return op;
1200} 970}
1201 971
1202/* 972static struct freed_map : maptile
1203 * count_used() returns the number of objects on the list of used objects. 973{
1204 */ 974 freed_map ()
975 {
976 path = "<freed objects map>";
977 name = "/internal/freed_objects_map";
978 width = 3;
979 height = 3;
980 no_drop = 1;
981 no_reset = 1;
1205 982
1206int count_used(void) { 983 alloc ();
1207 int i=0; 984 in_memory = MAP_ACTIVE;
1208 object *tmp=objects;
1209 while(tmp!=NULL)
1210 tmp=tmp->next, i++;
1211 return i;
1212}
1213
1214/*
1215 * count_active() returns the number of objects on the list of active objects.
1216 */
1217
1218int count_active(void) {
1219 int i=0;
1220 object *tmp=active_objects;
1221 while(tmp!=NULL)
1222 tmp=tmp->active_next, i++;
1223 return i;
1224}
1225
1226/*
1227 * sub_weight() recursively (outwards) subtracts a number from the
1228 * weight of an object (and what is carried by it's environment(s)).
1229 */
1230
1231void sub_weight (object *op, signed long weight) {
1232 while (op != NULL) {
1233 if (op->type == CONTAINER) {
1234 weight=(signed long)(weight*(100-op->stats.Str)/100);
1235 }
1236 op->carrying-=weight;
1237 op = op->env;
1238 } 985 }
1239}
1240 986
1241/* remove_ob(op): 987 ~freed_map ()
988 {
989 destroy ();
990 }
991} freed_map; // freed objects are moved here to avoid crashes
992
993void
994object::do_destroy ()
995{
996 if (flag [FLAG_IS_LINKED])
997 remove_link ();
998
999 if (flag [FLAG_FRIENDLY])
1000 remove_friendly_object (this);
1001
1002 remove ();
1003
1004 attachable::do_destroy ();
1005
1006 deactivate ();
1007 unlink ();
1008
1009 flag [FLAG_FREED] = 1;
1010
1011 // hack to ensure that freed objects still have a valid map
1012 map = &freed_map;
1013 x = 1;
1014 y = 1;
1015
1016 if (more)
1017 {
1018 more->destroy ();
1019 more = 0;
1020 }
1021
1022 head = 0;
1023
1024 // clear those pointers that likely might cause circular references
1025 owner = 0;
1026 enemy = 0;
1027 attacked_by = 0;
1028 current_weapon = 0;
1029}
1030
1031void
1032object::destroy ()
1033{
1034 if (destroyed ())
1035 return;
1036
1037 if (!is_head () && !head->destroyed ())
1038 {
1039 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1040 head->destroy ();
1041 return;
1042 }
1043
1044 destroy_inv_fast ();
1045
1046 if (is_head ())
1047 if (sound_destroy)
1048 play_sound (sound_destroy);
1049 else if (flag [FLAG_MONSTER])
1050 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1051
1052 attachable::destroy ();
1053}
1054
1055/* op->remove ():
1242 * This function removes the object op from the linked list of objects 1056 * This function removes the object op from the linked list of objects
1243 * which it is currently tied to. When this function is done, the 1057 * which it is currently tied to. When this function is done, the
1244 * object will have no environment. If the object previously had an 1058 * object will have no environment. If the object previously had an
1245 * environment, the x and y coordinates will be updated to 1059 * environment, the x and y coordinates will be updated to
1246 * the previous environment. 1060 * the previous environment.
1247 * Beware: This function is called from the editor as well!
1248 */
1249
1250void remove_ob(object *op) {
1251 object *tmp,*last=NULL;
1252 object *otmp;
1253 tag_t tag;
1254 int check_walk_off;
1255 mapstruct *m;
1256 sint16 x,y;
1257
1258
1259 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1260 dump_object(op);
1261 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1262
1263 /* Changed it to always dump core in this case. As has been learned
1264 * in the past, trying to recover from errors almost always
1265 * make things worse, and this is a real error here - something
1266 * that should not happen.
1267 * Yes, if this was a mission critical app, trying to do something
1268 * to recover may make sense, but that is because failure of the app
1269 * may have other disastrous problems. Cf runs out of a script
1270 * so is easily enough restarted without any real problems.
1271 * MSW 2001-07-01
1272 */ 1061 */
1273 abort(); 1062void
1274 } 1063object::do_remove ()
1275 if(op->more!=NULL) 1064{
1276 remove_ob(op->more); 1065 if (flag [FLAG_REMOVED])
1066 return;
1277 1067
1278 SET_FLAG(op, FLAG_REMOVED); 1068 INVOKE_OBJECT (REMOVE, this);
1279 1069
1070 flag [FLAG_REMOVED] = true;
1071
1072 if (more)
1073 more->remove ();
1074
1280 /* 1075 /*
1281 * In this case, the object to be removed is in someones 1076 * In this case, the object to be removed is in someones
1282 * inventory. 1077 * inventory.
1283 */ 1078 */
1284 if(op->env!=NULL) { 1079 if (env)
1285 if(op->nrof) 1080 {
1286 sub_weight(op->env, op->weight*op->nrof); 1081 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1287 else 1082 if (object *pl = visible_to ())
1288 sub_weight(op->env, op->weight+op->carrying); 1083 esrv_del_item (pl->contr, count);
1084 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1289 1085
1290 /* NO_FIX_PLAYER is set when a great many changes are being 1086 adjust_weight (env, -total_weight ());
1291 * made to players inventory. If set, avoiding the call
1292 * to save cpu time.
1293 */
1294 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1295 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1296 fix_player(otmp);
1297 1087
1298 if(op->above!=NULL) 1088 object *pl = in_player ();
1299 op->above->below=op->below;
1300 else
1301 op->env->inv=op->below;
1302 1089
1303 if(op->below!=NULL)
1304 op->below->above=op->above;
1305
1306 /* we set up values so that it could be inserted into 1090 /* we set up values so that it could be inserted into
1307 * the map, but we don't actually do that - it is up 1091 * the map, but we don't actually do that - it is up
1308 * to the caller to decide what we want to do. 1092 * to the caller to decide what we want to do.
1309 */
1310 op->x=op->env->x,op->y=op->env->y;
1311 op->ox=op->x,op->oy=op->y;
1312 op->map=op->env->map;
1313 op->above=NULL,op->below=NULL;
1314 op->env=NULL;
1315 return;
1316 }
1317
1318 /* If we get here, we are removing it from a map */
1319 if (op->map == NULL) return;
1320
1321 x = op->x;
1322 y = op->y;
1323 m = get_map_from_coord(op->map, &x, &y);
1324
1325 if (!m) {
1326 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1327 op->map->path, op->x, op->y);
1328 /* in old days, we used to set x and y to 0 and continue.
1329 * it seems if we get into this case, something is probablye
1330 * screwed up and should be fixed.
1331 */
1332 abort();
1333 }
1334 if (op->map != m) {
1335 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1336 op->map->path, m->path, op->x, op->y, x, y);
1337 }
1338
1339 /* Re did the following section of code - it looks like it had
1340 * lots of logic for things we no longer care about
1341 */ 1093 */
1094 map = env->map;
1095 x = env->x;
1096 y = env->y;
1342 1097
1098 // make sure cmov optimisation is applicable
1099 *(above ? &above->below : &env->inv) = below;
1100 *(below ? &below->above : &above ) = above; // &above is just a dummy
1101
1102 above = 0;
1103 below = 0;
1104 env = 0;
1105
1106 if (pl && pl->is_player ())
1107 {
1108 if (expect_false (pl->contr->combat_ob == this))
1109 {
1110 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1111 pl->contr->combat_ob = 0;
1112 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1113 }
1114
1115 if (expect_false (pl->contr->ranged_ob == this))
1116 {
1117 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1118 pl->contr->ranged_ob = 0;
1119 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1120 }
1121
1122 pl->contr->queue_stats_update ();
1123
1124 if (expect_false (glow_radius) && pl->is_on_map ())
1125 update_all_los (pl->map, pl->x, pl->y);
1126 }
1127 }
1128 else if (map)
1129 {
1130 map->dirty = true;
1131 mapspace &ms = this->ms ();
1132
1133 if (object *pl = ms.player ())
1134 {
1135 if (is_player ())
1136 {
1137 if (!flag [FLAG_WIZPASS])
1138 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1139
1140 // leaving a spot always closes any open container on the ground
1141 if (container && !container->env)
1142 // this causes spurious floorbox updates, but it ensures
1143 // that the CLOSE event is being sent.
1144 close_container ();
1145
1146 --map->players;
1147 map->touch ();
1148 }
1149 else if (pl->container_ () == this)
1150 {
1151 // removing a container should close it
1152 close_container ();
1153 }
1154
1155 esrv_del_item (pl->contr, count);
1156 }
1157
1343 /* link the object above us */ 1158 /* link the object above us */
1344 if (op->above) 1159 // re-link, make sure compiler can easily use cmove
1345 op->above->below=op->below; 1160 *(above ? &above->below : &ms.top) = below;
1346 else 1161 *(below ? &below->above : &ms.bot) = above;
1347 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1348
1349 /* Relink the object below us, if there is one */
1350 if(op->below) {
1351 op->below->above=op->above;
1352 } else {
1353 /* Nothing below, which means we need to relink map object for this space
1354 * use translated coordinates in case some oddness with map tiling is
1355 * evident
1356 */
1357 if(GET_MAP_OB(m,x,y)!=op) {
1358 dump_object(op);
1359 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);
1360 dump_object(GET_MAP_OB(m,x,y));
1361 LOG(llevError,"%s\n",errmsg);
1362 }
1363 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1364 }
1365 op->above=NULL;
1366 op->below=NULL;
1367 1162
1163 above = 0;
1164 below = 0;
1165
1166 ms.invalidate ();
1167
1368 if (op->map->in_memory == MAP_SAVING) 1168 if (map->in_memory == MAP_SAVING)
1369 return; 1169 return;
1370 1170
1371 tag = op->count; 1171 int check_walk_off = !flag [FLAG_NO_APPLY];
1372 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1373 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1374 /* No point updating the players look faces if he is the object
1375 * being removed.
1376 */
1377 1172
1378 if(tmp->type==PLAYER && tmp!=op) { 1173 if (object *pl = ms.player ())
1174 {
1175 if (pl->container_ () == this)
1379 /* If a container that the player is currently using somehow gets 1176 /* If a container that the player is currently using somehow gets
1380 * removed (most likely destroyed), update the player view 1177 * removed (most likely destroyed), update the player view
1381 * appropriately. 1178 * appropriately.
1382 */ 1179 */
1383 if (tmp->container==op) { 1180 pl->close_container ();
1384 CLEAR_FLAG(op, FLAG_APPLIED); 1181
1385 tmp->container=NULL; 1182 //TODO: the floorbox prev/next might need updating
1183 //esrv_del_item (pl->contr, count);
1184 //TODO: update floorbox to preserve ordering
1185 if (pl->contr->ns)
1186 pl->contr->ns->floorbox_update ();
1187 }
1188
1189 if (check_walk_off)
1190 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1191 {
1192 above = tmp->above;
1193
1194 /* No point updating the players look faces if he is the object
1195 * being removed.
1196 */
1197
1198 /* See if object moving off should effect something */
1199 if ((move_type & tmp->move_off)
1200 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1201 move_apply (tmp, this, 0);
1202 }
1203
1204 if (affects_los ())
1205 update_all_los (map, x, y);
1386 } 1206 }
1387 tmp->contr->socket.update_look=1;
1388 }
1389 /* See if player moving off should effect something */
1390 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1391 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1392
1393 move_apply(tmp, op, NULL);
1394 if (was_destroyed (op, tag)) {
1395 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1396 "leaving object\n", tmp->name, tmp->arch->name);
1397 }
1398 }
1399
1400 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1401
1402 if(tmp->above == tmp)
1403 tmp->above = NULL;
1404 last=tmp;
1405 }
1406 /* last == NULL of there are no objects on this space */
1407 if (last==NULL) {
1408 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1409 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1410 * those out anyways, and if there are any flags set right now, they won't
1411 * be correct anyways.
1412 */
1413 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1414 update_position(op->map, op->x, op->y);
1415 }
1416 else
1417 update_object(last, UP_OBJ_REMOVE);
1418
1419 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1420 update_all_los(op->map, op->x, op->y);
1421
1422} 1207}
1423 1208
1424/* 1209/*
1425 * merge_ob(op,top): 1210 * merge_ob(op,top):
1426 * 1211 *
1427 * This function goes through all objects below and including top, and 1212 * This function goes through all objects below and including top, and
1428 * merges op to the first matching object. 1213 * merges op to the first matching object.
1429 * If top is NULL, it is calculated. 1214 * If top is NULL, it is calculated.
1430 * Returns pointer to object if it succeded in the merge, otherwise NULL 1215 * Returns pointer to object if it succeded in the merge, otherwise NULL
1431 */ 1216 */
1432 1217object *
1433object *merge_ob(object *op, object *top) { 1218merge_ob (object *op, object *top)
1219{
1434 if(!op->nrof) 1220 if (!op->nrof)
1435 return 0; 1221 return 0;
1436 if(top==NULL) 1222
1223 if (!top)
1437 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1224 for (top = op; top && top->above; top = top->above)
1225 ;
1226
1438 for(;top!=NULL;top=top->below) { 1227 for (; top; top = top->below)
1439 if(top==op) 1228 if (object::can_merge (op, top))
1440 continue;
1441 if (CAN_MERGE(op,top))
1442 { 1229 {
1443 top->nrof+=op->nrof; 1230 top->nrof += op->nrof;
1444/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1231
1445 op->weight = 0; /* Don't want any adjustements now */ 1232 if (object *pl = top->visible_to ())
1446 remove_ob(op); 1233 esrv_update_item (UPD_NROF, pl, top);
1447 free_object(op); 1234
1235 op->weight = 0; // cancel the addition above
1236 op->carrying = 0; // must be 0 already
1237
1238 op->destroy ();
1239
1448 return top; 1240 return top;
1449 } 1241 }
1450 } 1242
1451 return NULL; 1243 return 0;
1452} 1244}
1453 1245
1246void
1247object::expand_tail ()
1248{
1249 if (more)
1250 return;
1251
1252 object *prev = this;
1253
1254 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1255 {
1256 object *op = at->instance ();
1257
1258 op->name = name;
1259 op->name_pl = name_pl;
1260 op->title = title;
1261
1262 op->head = this;
1263 prev->more = op;
1264
1265 prev = op;
1266 }
1267}
1268
1454/* 1269/*
1455 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1270 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1456 * job preparing multi-part monsters 1271 * job preparing multi-part monsters.
1457 */ 1272 */
1273object *
1458object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1274insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1459 object* tmp; 1275{
1460 if (op->head) 1276 op->remove ();
1461 op=op->head; 1277
1462 for (tmp=op;tmp;tmp=tmp->more){ 1278 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1279 {
1463 tmp->x=x+tmp->arch->clone.x; 1280 tmp->x = x + tmp->arch->x;
1464 tmp->y=y+tmp->arch->clone.y; 1281 tmp->y = y + tmp->arch->y;
1465 } 1282 }
1283
1466 return insert_ob_in_map (op, m, originator, flag); 1284 return insert_ob_in_map (op, m, originator, flag);
1467} 1285}
1468 1286
1469/* 1287/*
1470 * insert_ob_in_map (op, map, originator, flag): 1288 * insert_ob_in_map (op, map, originator, flag):
1471 * This function inserts the object in the two-way linked list 1289 * This function inserts the object in the two-way linked list
1481 * Passing 0 for flag gives proper default values, so flag really only needs 1299 * Passing 0 for flag gives proper default values, so flag really only needs
1482 * to be set if special handling is needed. 1300 * to be set if special handling is needed.
1483 * 1301 *
1484 * Return value: 1302 * Return value:
1485 * new object if 'op' was merged with other object 1303 * new object if 'op' was merged with other object
1486 * NULL if 'op' was destroyed 1304 * NULL if there was an error (destroyed, blocked etc.)
1487 * just 'op' otherwise 1305 * just 'op' otherwise
1488 */ 1306 */
1489 1307object *
1490object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1308insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1491{ 1309{
1492 object *tmp, *top, *floor=NULL; 1310 op->remove ();
1493 sint16 x,y;
1494 1311
1495 if (QUERY_FLAG (op, FLAG_FREED)) { 1312 if (m == &freed_map)//D TODO: remove soon
1496 LOG (llevError, "Trying to insert freed object!\n"); 1313 {//D
1497 return NULL; 1314 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1498 } 1315 }//D
1499 if(m==NULL) {
1500 dump_object(op);
1501 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1502 return op;
1503 }
1504 if(out_of_map(m,op->x,op->y)) {
1505 dump_object(op);
1506 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1507#ifdef MANY_CORES
1508 /* Better to catch this here, as otherwise the next use of this object
1509 * is likely to cause a crash. Better to find out where it is getting
1510 * improperly inserted.
1511 */
1512 abort();
1513#endif
1514 return op;
1515 }
1516 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1517 dump_object(op);
1518 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1519 return op;
1520 }
1521 if(op->more!=NULL) {
1522 /* The part may be on a different map. */
1523 1316
1524 object *more = op->more;
1525
1526 /* We really need the caller to normalize coordinates - if
1527 * we set the map, that doesn't work if the location is within
1528 * a map and this is straddling an edge. So only if coordinate
1529 * is clear wrong do we normalize it.
1530 */
1531 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1532 /* Debugging information so you can see the last coordinates this object had */
1533 more->ox = more->x;
1534 more->oy = more->y;
1535 more->map = get_map_from_coord(m, &more->x, &more->y);
1536 } else if (!more->map) {
1537 /* For backwards compatibility - when not dealing with tiled maps,
1538 * more->map should always point to the parent.
1539 */
1540 more->map = m;
1541 }
1542
1543 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1544 if ( ! op->head)
1545 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1546 return NULL;
1547 }
1548 }
1549 CLEAR_FLAG(op,FLAG_REMOVED);
1550
1551 /* Debugging information so you can see the last coordinates this object had */
1552 op->ox=op->x;
1553 op->oy=op->y;
1554
1555 /* Ideally, the caller figures this out. However, it complicates a lot 1317 /* Ideally, the caller figures this out. However, it complicates a lot
1556 * of areas of callers (eg, anything that uses find_free_spot would now 1318 * of areas of callers (eg, anything that uses find_free_spot would now
1557 * need extra work 1319 * need extra work
1558 */ 1320 */
1559 op->map=get_map_from_coord(m, &op->x, &op->y); 1321 maptile *newmap = m;
1560 x = op->x; 1322 if (!xy_normalise (newmap, op->x, op->y))
1561 y = op->y; 1323 {
1324 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1325 return 0;
1326 }
1562 1327
1328 if (object *more = op->more)
1329 if (!insert_ob_in_map (more, m, originator, flag))
1330 return 0;
1331
1332 op->flag [FLAG_REMOVED] = false;
1333 op->env = 0;
1334 op->map = newmap;
1335
1336 mapspace &ms = op->ms ();
1337
1563 /* this has to be done after we translate the coordinates. 1338 /* this has to be done after we translate the coordinates.
1564 */ 1339 */
1565 if(op->nrof && !(flag & INS_NO_MERGE)) { 1340 if (op->nrof && !(flag & INS_NO_MERGE))
1566 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1341 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1567 if (CAN_MERGE(op,tmp)) { 1342 if (object::can_merge (op, tmp))
1568 op->nrof+=tmp->nrof; 1343 {
1569 remove_ob(tmp); 1344 // TODO: we actually want to update tmp, not op,
1570 free_object(tmp); 1345 // but some caller surely breaks when we return tmp
1571 } 1346 // from here :/
1572 } 1347 op->nrof += tmp->nrof;
1348 tmp->destroy ();
1349 }
1573 1350
1574 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1351 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1575 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1352 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1353
1576 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1354 if (!QUERY_FLAG (op, FLAG_ALIVE))
1577 CLEAR_FLAG(op, FLAG_NO_STEAL); 1355 CLEAR_FLAG (op, FLAG_NO_STEAL);
1578 1356
1579 if (flag & INS_BELOW_ORIGINATOR) { 1357 if (flag & INS_BELOW_ORIGINATOR)
1358 {
1580 if (originator->map != op->map || originator->x != op->x || 1359 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1581 originator->y != op->y) { 1360 {
1582 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1361 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1583 abort(); 1362 abort ();
1584 } 1363 }
1364
1365 if (!originator->is_on_map ())
1366 {
1367 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1368 op->debug_desc (), originator->debug_desc ());
1369 abort ();
1370 }
1371
1585 op->above = originator; 1372 op->above = originator;
1586 op->below = originator->below; 1373 op->below = originator->below;
1587 if (op->below) op->below->above = op;
1588 else SET_MAP_OB(op->map, op->x, op->y, op);
1589 /* since *below* originator, no need to update top */
1590 originator->below = op; 1374 originator->below = op;
1591 } else { 1375
1376 *(op->below ? &op->below->above : &ms.bot) = op;
1377 }
1378 else
1379 {
1380 object *floor = 0;
1381 object *top = ms.top;
1382
1592 /* If there are other objects, then */ 1383 /* If there are other objects, then */
1593 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1384 if (top)
1594 object *last=NULL; 1385 {
1595 /* 1386 /*
1596 * If there are multiple objects on this space, we do some trickier handling. 1387 * If there are multiple objects on this space, we do some trickier handling.
1597 * We've already dealt with merging if appropriate. 1388 * We've already dealt with merging if appropriate.
1598 * Generally, we want to put the new object on top. But if 1389 * Generally, we want to put the new object on top. But if
1599 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1390 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1600 * floor, we want to insert above that and no further. 1391 * floor, we want to insert above that and no further.
1601 * Also, if there are spell objects on this space, we stop processing 1392 * Also, if there are spell objects on this space, we stop processing
1602 * once we get to them. This reduces the need to traverse over all of 1393 * once we get to them. This reduces the need to traverse over all of
1603 * them when adding another one - this saves quite a bit of cpu time 1394 * them when adding another one - this saves quite a bit of cpu time
1604 * when lots of spells are cast in one area. Currently, it is presumed 1395 * when lots of spells are cast in one area. Currently, it is presumed
1605 * that flying non pickable objects are spell objects. 1396 * that flying non pickable objects are spell objects.
1606 */ 1397 */
1398 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1399 {
1400 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1401 floor = tmp;
1607 1402
1608 while (top != NULL) { 1403 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1609 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1610 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1611 if (QUERY_FLAG(top, FLAG_NO_PICK)
1612 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1613 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1614 { 1404 {
1615 /* We insert above top, so we want this object below this */ 1405 /* We insert above top, so we want this object below this */
1616 top=top->below; 1406 top = tmp->below;
1617 break; 1407 break;
1618 } 1408 }
1619 last = top;
1620 top = top->above;
1621 }
1622 /* Don't want top to be NULL, so set it to the last valid object */
1623 top = last;
1624 1409
1410 top = tmp;
1411 }
1412
1625 /* We let update_position deal with figuring out what the space 1413 /* We let update_position deal with figuring out what the space
1626 * looks like instead of lots of conditions here. 1414 * looks like instead of lots of conditions here.
1627 * makes things faster, and effectively the same result. 1415 * makes things faster, and effectively the same result.
1628 */ 1416 */
1629 1417
1630 /* Have object 'fall below' other objects that block view. 1418 /* Have object 'fall below' other objects that block view.
1631 * Unless those objects are exits, type 66 1419 * Unless those objects are exits.
1632 * If INS_ON_TOP is used, don't do this processing 1420 * If INS_ON_TOP is used, don't do this processing
1633 * Need to find the object that in fact blocks view, otherwise 1421 * Need to find the object that in fact blocks view, otherwise
1634 * stacking is a bit odd. 1422 * stacking is a bit odd.
1635 */ 1423 */
1636 if (!(flag & INS_ON_TOP) && 1424 if (!(flag & INS_ON_TOP)
1637 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1425 && ms.flags () & P_BLOCKSVIEW
1638 (op->face && !op->face->visibility)) { 1426 && (op->face && !faces [op->face].visibility))
1427 {
1428 object *last;
1429
1639 for (last=top; last != floor; last=last->below) 1430 for (last = top; last != floor; last = last->below)
1640 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1431 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1432 break;
1433
1641 /* Check to see if we found the object that blocks view, 1434 /* Check to see if we found the object that blocks view,
1642 * and make sure we have a below pointer for it so that 1435 * and make sure we have a below pointer for it so that
1643 * we can get inserted below this one, which requires we 1436 * we can get inserted below this one, which requires we
1644 * set top to the object below us. 1437 * set top to the object below us.
1645 */ 1438 */
1646 if (last && last->below && last != floor) top=last->below; 1439 if (last && last->below && last != floor)
1440 top = last->below;
1441 }
1442 } /* If objects on this space */
1443
1444 if (flag & INS_ABOVE_FLOOR_ONLY)
1445 top = floor;
1446
1447 // insert object above top, or bottom-most if top = 0
1448 if (!top)
1449 {
1450 op->below = 0;
1451 op->above = ms.bot;
1452 ms.bot = op;
1453
1454 *(op->above ? &op->above->below : &ms.top) = op;
1455 }
1456 else
1457 {
1458 op->above = top->above;
1459 top->above = op;
1460
1461 op->below = top;
1462 *(op->above ? &op->above->below : &ms.top) = op;
1463 }
1647 } 1464 }
1648 } /* If objects on this space */
1649 if (flag & INS_MAP_LOAD)
1650 top = GET_MAP_TOP(op->map,op->x,op->y);
1651 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1652 1465
1653 /* Top is the object that our object (op) is going to get inserted above. 1466 if (op->is_player ())
1654 */ 1467 {
1655
1656 /* First object on this space */
1657 if (!top) {
1658 op->above = GET_MAP_OB(op->map, op->x, op->y);
1659 if (op->above) op->above->below = op;
1660 op->below = NULL;
1661 SET_MAP_OB(op->map, op->x, op->y, op);
1662 } else { /* get inserted into the stack above top */
1663 op->above = top->above;
1664 if (op->above) op->above->below = op;
1665 op->below = top;
1666 top->above = op;
1667 }
1668 if (op->above==NULL)
1669 SET_MAP_TOP(op->map,op->x, op->y, op);
1670 } /* else not INS_BELOW_ORIGINATOR */
1671
1672 if(op->type==PLAYER)
1673 op->contr->do_los=1; 1468 op->contr->do_los = 1;
1674 1469 ++op->map->players;
1675 /* If we have a floor, we know the player, if any, will be above 1470 op->map->touch ();
1676 * it, so save a few ticks and start from there.
1677 */
1678 if (!(flag & INS_MAP_LOAD))
1679 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1680 if (tmp->type == PLAYER)
1681 tmp->contr->socket.update_look=1;
1682 } 1471 }
1683 1472
1473 op->map->dirty = true;
1474
1475 if (object *pl = ms.player ())
1476 //TODO: the floorbox prev/next might need updating
1477 //esrv_send_item (pl, op);
1478 //TODO: update floorbox to preserve ordering
1479 if (pl->contr->ns)
1480 pl->contr->ns->floorbox_update ();
1481
1684 /* If this object glows, it may affect lighting conditions that are 1482 /* If this object glows, it may affect lighting conditions that are
1685 * visible to others on this map. But update_all_los is really 1483 * visible to others on this map. But update_all_los is really
1686 * an inefficient way to do this, as it means los for all players 1484 * an inefficient way to do this, as it means los for all players
1687 * on the map will get recalculated. The players could very well 1485 * on the map will get recalculated. The players could very well
1688 * be far away from this change and not affected in any way - 1486 * be far away from this change and not affected in any way -
1689 * this should get redone to only look for players within range, 1487 * this should get redone to only look for players within range,
1690 * or just updating the P_NEED_UPDATE for spaces within this area 1488 * or just updating the P_UPTODATE for spaces within this area
1691 * of effect may be sufficient. 1489 * of effect may be sufficient.
1692 */ 1490 */
1693 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1491 if (op->affects_los ())
1492 {
1493 op->ms ().invalidate ();
1694 update_all_los(op->map, op->x, op->y); 1494 update_all_los (op->map, op->x, op->y);
1495 }
1695 1496
1696
1697 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1497 /* updates flags (blocked, alive, no magic, etc) for this map space */
1698 update_object(op,UP_OBJ_INSERT); 1498 update_object (op, UP_OBJ_INSERT);
1699 1499
1500 INVOKE_OBJECT (INSERT, op);
1700 1501
1701 /* Don't know if moving this to the end will break anything. However, 1502 /* Don't know if moving this to the end will break anything. However,
1702 * we want to have update_look set above before calling this. 1503 * we want to have floorbox_update called before calling this.
1703 * 1504 *
1704 * check_move_on() must be after this because code called from 1505 * check_move_on() must be after this because code called from
1705 * check_move_on() depends on correct map flags (so functions like 1506 * check_move_on() depends on correct map flags (so functions like
1706 * blocked() and wall() work properly), and these flags are updated by 1507 * blocked() and wall() work properly), and these flags are updated by
1707 * update_object(). 1508 * update_object().
1708 */ 1509 */
1709 1510
1710 /* if this is not the head or flag has been passed, don't check walk on status */ 1511 /* if this is not the head or flag has been passed, don't check walk on status */
1711
1712 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1512 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1513 {
1713 if (check_move_on(op, originator)) 1514 if (check_move_on (op, originator))
1714 return NULL; 1515 return 0;
1715 1516
1716 /* If we are a multi part object, lets work our way through the check 1517 /* If we are a multi part object, lets work our way through the check
1717 * walk on's. 1518 * walk on's.
1718 */ 1519 */
1719 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1520 for (object *tmp = op->more; tmp; tmp = tmp->more)
1720 if (check_move_on (tmp, originator)) 1521 if (check_move_on (tmp, originator))
1721 return NULL; 1522 return 0;
1722 } 1523 }
1524
1723 return op; 1525 return op;
1724} 1526}
1725 1527
1726/* this function inserts an object in the map, but if it 1528/* this function inserts an object in the map, but if it
1727 * finds an object of its own type, it'll remove that one first. 1529 * finds an object of its own type, it'll remove that one first.
1728 * op is the object to insert it under: supplies x and the map. 1530 * op is the object to insert it under: supplies x and the map.
1729 */ 1531 */
1730void replace_insert_ob_in_map(const char *arch_string, object *op) { 1532void
1731 object *tmp; 1533replace_insert_ob_in_map (shstr_tmp archname, object *op)
1732 object *tmp1; 1534{
1733
1734 /* first search for itself and remove any old instances */ 1535 /* first search for itself and remove any old instances */
1735 1536
1736 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1537 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1737 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1538 if (tmp->arch->archname == archname) /* same archetype */
1738 remove_ob(tmp); 1539 tmp->destroy ();
1739 free_object(tmp);
1740 }
1741 }
1742 1540
1743 tmp1=arch_to_object(find_archetype(arch_string)); 1541 object *tmp = archetype::find (archname)->instance ();
1744 1542
1745 1543 tmp->x = op->x;
1746 tmp1->x = op->x; tmp1->y = op->y; 1544 tmp->y = op->y;
1545
1747 insert_ob_in_map(tmp1,op->map,op,0); 1546 insert_ob_in_map (tmp, op->map, op, 0);
1748} 1547}
1749 1548
1750/* 1549object *
1751 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1550object::insert_at (object *where, object *originator, int flags)
1752 * is returned contains nr objects, and the remaining parts contains 1551{
1753 * the rest (or is removed and freed if that number is 0). 1552 if (where->env)
1754 * On failure, NULL is returned, and the reason put into the 1553 return where->env->insert (this);
1755 * global static errmsg array. 1554 else
1756 */ 1555 return where->map->insert (this, where->x, where->y, originator, flags);
1556}
1757 1557
1758object *get_split_ob(object *orig_ob, uint32 nr) { 1558// check whether we can put this into the map, respect max_volume, max_items
1759 object *newob; 1559bool
1760 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1560object::can_drop_at (maptile *m, int x, int y, object *originator)
1561{
1562 mapspace &ms = m->at (x, y);
1761 1563
1762 if(orig_ob->nrof<nr) { 1564 int items = ms.items ();
1763 sprintf(errmsg,"There are only %d %ss.",
1764 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1765 return NULL;
1766 }
1767 newob = object_create_clone(orig_ob);
1768 if((orig_ob->nrof-=nr)<1) {
1769 if ( ! is_removed)
1770 remove_ob(orig_ob);
1771 free_object2(orig_ob, 1);
1772 }
1773 else if ( ! is_removed) {
1774 if(orig_ob->env!=NULL)
1775 sub_weight (orig_ob->env,orig_ob->weight*nr);
1776 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1777 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1778 LOG(llevDebug,
1779 "Error, Tried to split object whose map is not in memory.\n");
1780 return NULL;
1781 }
1782 }
1783 newob->nrof=nr;
1784 1565
1566 if (!items // testing !items ensures we can drop at least one item
1567 || (items < m->max_items
1568 && ms.volume () < m->max_volume))
1785 return newob; 1569 return true;
1786}
1787 1570
1571 if (originator && originator->is_player ())
1572 originator->contr->failmsg (format (
1573 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1574 query_name ()
1575 ));
1576
1577 return false;
1578}
1579
1788/* 1580/*
1789 * decrease_ob_nr(object, number) decreases a specified number from 1581 * decrease(object, number) decreases a specified number from
1790 * the amount of an object. If the amount reaches 0, the object 1582 * the amount of an object. If the amount reaches 0, the object
1791 * is subsequently removed and freed. 1583 * is subsequently removed and freed.
1792 * 1584 *
1793 * Return value: 'op' if something is left, NULL if the amount reached 0 1585 * Return value: 'op' if something is left, NULL if the amount reached 0
1794 */ 1586 */
1795 1587bool
1796object *decrease_ob_nr (object *op, uint32 i) 1588object::decrease (sint32 nr)
1797{ 1589{
1798 object *tmp; 1590 if (!nr)
1799 player *pl; 1591 return true;
1800 1592
1801 if (i == 0) /* objects with op->nrof require this check */ 1593 nr = min (nr, nrof);
1594
1595 if (nrof > nr)
1596 {
1597 nrof -= nr;
1598 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1599
1600 if (object *pl = visible_to ())
1601 esrv_update_item (UPD_NROF, pl, this);
1602
1603 return true;
1604 }
1605 else
1606 {
1607 destroy ();
1608 return false;
1609 }
1610}
1611
1612/*
1613 * split(ob,nr) splits up ob into two parts. The part which
1614 * is returned contains nr objects, and the remaining parts contains
1615 * the rest (or is removed and returned if that number is 0).
1616 * On failure, NULL is returned.
1617 */
1618object *
1619object::split (sint32 nr)
1620{
1621 int have = number_of ();
1622
1623 if (have < nr)
1624 return 0;
1625 else if (have == nr)
1626 {
1627 remove ();
1628 return this;
1629 }
1630 else
1631 {
1632 decrease (nr);
1633
1634 object *op = deep_clone ();
1635 op->nrof = nr;
1802 return op; 1636 return op;
1803
1804 if (i > op->nrof)
1805 i = op->nrof;
1806
1807 if (QUERY_FLAG (op, FLAG_REMOVED))
1808 { 1637 }
1809 op->nrof -= i; 1638}
1639
1640object *
1641insert_ob_in_ob (object *op, object *where)
1642{
1643 if (!where)
1810 } 1644 {
1811 else if (op->env != NULL) 1645 char *dump = dump_object (op);
1812 { 1646 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1813 /* is this object in the players inventory, or sub container 1647 free (dump);
1814 * therein?
1815 */
1816 tmp = is_player_inv (op->env);
1817 /* nope. Is this a container the player has opened?
1818 * If so, set tmp to that player.
1819 * IMO, searching through all the players will mostly
1820 * likely be quicker than following op->env to the map,
1821 * and then searching the map for a player.
1822 */
1823 if (!tmp) {
1824 for (pl=first_player; pl; pl=pl->next)
1825 if (pl->ob->container == op->env) break;
1826 if (pl) tmp=pl->ob;
1827 else tmp=NULL;
1828 }
1829
1830 if (i < op->nrof) {
1831 sub_weight (op->env, op->weight * i);
1832 op->nrof -= i;
1833 if (tmp) {
1834 esrv_send_item(tmp, op);
1835 }
1836 } else {
1837 remove_ob (op);
1838 op->nrof = 0;
1839 if (tmp) {
1840 esrv_del_item(tmp->contr, op->count);
1841 }
1842 }
1843 }
1844 else
1845 {
1846 object *above = op->above;
1847
1848 if (i < op->nrof) {
1849 op->nrof -= i;
1850 } else {
1851 remove_ob (op);
1852 op->nrof = 0;
1853 }
1854 /* Since we just removed op, op->above is null */
1855 for (tmp = above; tmp != NULL; tmp = tmp->above)
1856 if (tmp->type == PLAYER) {
1857 if (op->nrof)
1858 esrv_send_item(tmp, op);
1859 else
1860 esrv_del_item(tmp->contr, op->count);
1861 }
1862 }
1863
1864 if (op->nrof) {
1865 return op; 1648 return op;
1866 } else { 1649 }
1867 free_object (op); 1650
1868 return NULL; 1651 if (where->head_ () != where)
1869 } 1652 {
1870} 1653 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1871 1654 where = where->head;
1872/*
1873 * add_weight(object, weight) adds the specified weight to an object,
1874 * and also updates how much the environment(s) is/are carrying.
1875 */
1876
1877void add_weight (object *op, signed long weight) {
1878 while (op!=NULL) {
1879 if (op->type == CONTAINER) {
1880 weight=(signed long)(weight*(100-op->stats.Str)/100);
1881 }
1882 op->carrying+=weight;
1883 op=op->env;
1884 } 1655 }
1885}
1886 1656
1657 return where->insert (op);
1658}
1659
1887/* 1660/*
1888 * insert_ob_in_ob(op,environment): 1661 * env->insert (op)
1889 * This function inserts the object op in the linked list 1662 * This function inserts the object op in the linked list
1890 * inside the object environment. 1663 * inside the object environment.
1891 * 1664 *
1892 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1893 * the inventory at the last position or next to other objects of the same
1894 * type.
1895 * Frank: Now sorted by type, archetype and magic!
1896 *
1897 * The function returns now pointer to inserted item, and return value can 1665 * The function returns now pointer to inserted item, and return value can
1898 * be != op, if items are merged. -Tero 1666 * be != op, if items are merged. -Tero
1899 */ 1667 */
1900 1668object *
1901object *insert_ob_in_ob(object *op,object *where) { 1669object::insert (object *op)
1902 object *tmp, *otmp; 1670{
1903
1904 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1905 dump_object(op);
1906 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1907 return op;
1908 }
1909 if(where==NULL) {
1910 dump_object(op);
1911 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1912 return op;
1913 }
1914 if (where->head) {
1915 LOG(llevDebug,
1916 "Warning: Tried to insert object wrong part of multipart object.\n");
1917 where = where->head;
1918 }
1919 if (op->more) { 1671 if (op->more)
1672 {
1920 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1673 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1921 op->name, op->count);
1922 return op; 1674 return op;
1923 } 1675 }
1924 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1676
1925 CLEAR_FLAG(op, FLAG_REMOVED); 1677 op->remove ();
1678
1679 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1680
1926 if(op->nrof) { 1681 if (op->nrof)
1927 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1682 for (object *tmp = inv; tmp; tmp = tmp->below)
1928 if ( CAN_MERGE(tmp,op) ) { 1683 if (object::can_merge (tmp, op))
1684 {
1929 /* return the original object and remove inserted object 1685 /* return the original object and remove inserted object
1930 (client needs the original object) */ 1686 (client needs the original object) */
1931 tmp->nrof += op->nrof; 1687 tmp->nrof += op->nrof;
1932 /* Weight handling gets pretty funky. Since we are adding to 1688
1933 * tmp->nrof, we need to increase the weight. 1689 if (object *pl = tmp->visible_to ())
1934 */ 1690 esrv_update_item (UPD_NROF, pl, tmp);
1935 add_weight (where, op->weight*op->nrof); 1691
1936 SET_FLAG(op, FLAG_REMOVED); 1692 adjust_weight (this, op->total_weight ());
1937 free_object(op); /* free the inserted object */ 1693
1694 op->destroy ();
1938 op = tmp; 1695 op = tmp;
1939 remove_ob (op); /* and fix old object's links */ 1696 goto inserted;
1940 CLEAR_FLAG(op, FLAG_REMOVED);
1941 break;
1942 } 1697 }
1943 1698
1944 /* I assume combined objects have no inventory 1699 op->owner = 0; // it's his/hers now. period.
1945 * We add the weight - this object could have just been removed 1700 op->map = 0;
1946 * (if it was possible to merge). calling remove_ob will subtract 1701 op->x = 0;
1947 * the weight, so we need to add it in again, since we actually do 1702 op->y = 0;
1948 * the linking below
1949 */
1950 add_weight (where, op->weight*op->nrof);
1951 } else
1952 add_weight (where, (op->weight+op->carrying));
1953 1703
1954 otmp=is_player_inv(where);
1955 if (otmp&&otmp->contr!=NULL) {
1956 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1957 fix_player(otmp);
1958 }
1959
1960 op->map=NULL;
1961 op->env=where;
1962 op->above=NULL; 1704 op->above = 0;
1963 op->below=NULL; 1705 op->below = inv;
1964 op->x=0,op->y=0; 1706 op->env = this;
1965 op->ox=0,op->oy=0;
1966 1707
1708 if (inv)
1709 inv->above = op;
1710
1711 inv = op;
1712
1713 op->flag [FLAG_REMOVED] = 0;
1714
1715 if (object *pl = op->visible_to ())
1716 esrv_send_item (pl, op);
1717
1718 adjust_weight (this, op->total_weight ());
1719
1720inserted:
1967 /* reset the light list and los of the players on the map */ 1721 /* reset the light list and los of the players on the map */
1968 if((op->glow_radius!=0)&&where->map) 1722 if (op->glow_radius && is_on_map ())
1969 { 1723 {
1970#ifdef DEBUG_LIGHTS 1724 update_stats ();
1971 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1725 update_all_los (map, x, y);
1972 op->name);
1973#endif /* DEBUG_LIGHTS */
1974 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1975 } 1726 }
1727 else if (is_player ())
1728 // if this is a player's inventory, update stats
1729 contr->queue_stats_update ();
1976 1730
1977 /* Client has no idea of ordering so lets not bother ordering it here. 1731 INVOKE_OBJECT (INSERT, this);
1978 * It sure simplifies this function... 1732
1979 */
1980 if (where->inv==NULL)
1981 where->inv=op;
1982 else {
1983 op->below = where->inv;
1984 op->below->above = op;
1985 where->inv = op;
1986 }
1987 return op; 1733 return op;
1988} 1734}
1989 1735
1990/* 1736/*
1991 * Checks if any objects has a move_type that matches objects 1737 * Checks if any objects has a move_type that matches objects
2005 * 1751 *
2006 * MSW 2001-07-08: Check all objects on space, not just those below 1752 * MSW 2001-07-08: Check all objects on space, not just those below
2007 * object being inserted. insert_ob_in_map may not put new objects 1753 * object being inserted. insert_ob_in_map may not put new objects
2008 * on top. 1754 * on top.
2009 */ 1755 */
2010 1756int
2011int check_move_on (object *op, object *originator) 1757check_move_on (object *op, object *originator)
2012{ 1758{
2013 object *tmp;
2014 tag_t tag;
2015 mapstruct *m=op->map;
2016 int x=op->x, y=op->y;
2017 MoveType move_on, move_slow, move_block;
2018
2019 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1759 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2020 return 0;
2021
2022 tag = op->count;
2023
2024 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2025 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2026 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2027
2028 /* if nothing on this space will slow op down or be applied,
2029 * no need to do checking below. have to make sure move_type
2030 * is set, as lots of objects don't have it set - we treat that
2031 * as walking.
2032 */
2033 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2034 return 0;
2035
2036 /* This is basically inverse logic of that below - basically,
2037 * if the object can avoid the move on or slow move, they do so,
2038 * but can't do it if the alternate movement they are using is
2039 * blocked. Logic on this seems confusing, but does seem correct.
2040 */
2041 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2042 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2043
2044 /* The objects have to be checked from top to bottom.
2045 * Hence, we first go to the top:
2046 */
2047
2048 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2049 tmp->above!=NULL; tmp=tmp->above) {
2050 /* Trim the search when we find the first other spell effect
2051 * this helps performance so that if a space has 50 spell objects,
2052 * we don't need to check all of them.
2053 */
2054 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2055 }
2056 for(;tmp!=NULL; tmp=tmp->below) {
2057 if (tmp == op) continue; /* Can't apply yourself */
2058
2059 /* Check to see if one of the movement types should be slowed down.
2060 * Second check makes sure that the movement types not being slowed
2061 * (~slow_move) is not blocked on this space - just because the
2062 * space doesn't slow down swimming (for example), if you can't actually
2063 * swim on that space, can't use it to avoid the penalty.
2064 */
2065 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2066 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2067 ((op->move_type & tmp->move_slow) &&
2068 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2069
2070 float diff;
2071
2072 diff = tmp->move_slow_penalty*FABS(op->speed);
2073 if (op->type == PLAYER) {
2074 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2075 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2076 diff /= 4.0;
2077 }
2078 }
2079 op->speed_left -= diff;
2080 }
2081 }
2082
2083 /* Basically same logic as above, except now for actual apply. */
2084 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2085 ((op->move_type & tmp->move_on) &&
2086 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2087
2088 move_apply(tmp, op, originator);
2089 if (was_destroyed (op, tag))
2090 return 1;
2091
2092 /* what the person/creature stepped onto has moved the object
2093 * someplace new. Don't process any further - if we did,
2094 * have a feeling strange problems would result.
2095 */
2096 if (op->map != m || op->x != x || op->y != y) return 0;
2097 }
2098 }
2099 return 0; 1760 return 0;
1761
1762 object *tmp;
1763 maptile *m = op->map;
1764 int x = op->x, y = op->y;
1765
1766 mapspace &ms = m->at (x, y);
1767
1768 ms.update ();
1769
1770 MoveType move_on = ms.move_on;
1771 MoveType move_slow = ms.move_slow;
1772 MoveType move_block = ms.move_block;
1773
1774 /* if nothing on this space will slow op down or be applied,
1775 * no need to do checking below. have to make sure move_type
1776 * is set, as lots of objects don't have it set - we treat that
1777 * as walking.
1778 */
1779 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1780 return 0;
1781
1782 /* This is basically inverse logic of that below - basically,
1783 * if the object can avoid the move on or slow move, they do so,
1784 * but can't do it if the alternate movement they are using is
1785 * blocked. Logic on this seems confusing, but does seem correct.
1786 */
1787 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1788 return 0;
1789
1790 /* The objects have to be checked from top to bottom.
1791 * Hence, we first go to the top:
1792 */
1793 for (object *next, *tmp = ms.top; tmp; tmp = next)
1794 {
1795 next = tmp->below;
1796
1797 if (tmp == op)
1798 continue; /* Can't apply yourself */
1799
1800 /* Check to see if one of the movement types should be slowed down.
1801 * Second check makes sure that the movement types not being slowed
1802 * (~slow_move) is not blocked on this space - just because the
1803 * space doesn't slow down swimming (for example), if you can't actually
1804 * swim on that space, can't use it to avoid the penalty.
1805 */
1806 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1807 {
1808 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1809 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1810 {
1811 float diff = tmp->move_slow_penalty * fabs (op->speed);
1812
1813 if (op->is_player ())
1814 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1815 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1816 diff /= 4.0;
1817
1818 op->speed_left -= diff;
1819 }
1820 }
1821
1822 /* Basically same logic as above, except now for actual apply. */
1823 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1824 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1825 {
1826 move_apply (tmp, op, originator);
1827
1828 if (op->destroyed ())
1829 return 1;
1830
1831 /* what the person/creature stepped onto has moved the object
1832 * someplace new. Don't process any further - if we did,
1833 * have a feeling strange problems would result.
1834 */
1835 if (op->map != m || op->x != x || op->y != y)
1836 return 0;
1837 }
1838 }
1839
1840 return 0;
2100} 1841}
2101 1842
2102/* 1843/*
2103 * present_arch(arch, map, x, y) searches for any objects with 1844 * present_arch(arch, map, x, y) searches for any objects with
2104 * a matching archetype at the given map and coordinates. 1845 * a matching archetype at the given map and coordinates.
2105 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
2106 */ 1847 */
2107 1848object *
2108object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1849present_arch (const archetype *at, maptile *m, int x, int y)
2109 object *tmp; 1850{
2110 if(m==NULL || out_of_map(m,x,y)) { 1851 if (!m || out_of_map (m, x, y))
1852 {
2111 LOG(llevError,"Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
2112 return NULL; 1854 return NULL;
2113 } 1855 }
2114 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1856
2115 if(tmp->arch == at) 1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1858 if (tmp->arch->archname == at->archname)
2116 return tmp; 1859 return tmp;
1860
2117 return NULL; 1861 return NULL;
2118} 1862}
2119 1863
2120/* 1864/*
2121 * present(type, map, x, y) searches for any objects with 1865 * present(type, map, x, y) searches for any objects with
2122 * a matching type variable at the given map and coordinates. 1866 * a matching type variable at the given map and coordinates.
2123 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2124 */ 1868 */
2125 1869object *
2126object *present(unsigned char type,mapstruct *m, int x,int y) { 1870present (unsigned char type, maptile *m, int x, int y)
2127 object *tmp; 1871{
2128 if(out_of_map(m,x,y)) { 1872 if (out_of_map (m, x, y))
1873 {
2129 LOG(llevError,"Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
2130 return NULL; 1875 return NULL;
2131 } 1876 }
2132 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2133 if(tmp->type==type) 1879 if (tmp->type == type)
2134 return tmp; 1880 return tmp;
1881
2135 return NULL; 1882 return NULL;
2136} 1883}
2137 1884
2138/* 1885/*
2139 * present_in_ob(type, object) searches for any objects with 1886 * present_in_ob(type, object) searches for any objects with
2140 * a matching type variable in the inventory of the given object. 1887 * a matching type variable in the inventory of the given object.
2141 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
2142 */ 1889 */
2143 1890object *
2144object *present_in_ob(unsigned char type, const object *op) { 1891present_in_ob (unsigned char type, const object *op)
2145 object *tmp; 1892{
2146 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2147 if(tmp->type==type) 1894 if (tmp->type == type)
2148 return tmp; 1895 return tmp;
1896
2149 return NULL; 1897 return NULL;
2150} 1898}
2151 1899
2152/* 1900/*
2153 * present_in_ob (type, str, object) searches for any objects with 1901 * present_in_ob (type, str, object) searches for any objects with
2161 * str is the string to match against. Note that we match against 1909 * str is the string to match against. Note that we match against
2162 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
2163 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
2164 * to be unique. 1912 * to be unique.
2165 */ 1913 */
2166 1914object *
2167object *present_in_ob_by_name(int type, const char *str, const object *op) { 1915present_in_ob_by_name (int type, const char *str, const object *op)
2168 object *tmp; 1916{
2169
2170 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2171 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2172 return tmp; 1919 return tmp;
2173 } 1920
2174 return NULL; 1921 return 0;
2175} 1922}
2176 1923
2177/* 1924/*
2178 * present_arch_in_ob(archetype, object) searches for any objects with 1925 * present_arch_in_ob(archetype, object) searches for any objects with
2179 * a matching archetype in the inventory of the given object. 1926 * a matching archetype in the inventory of the given object.
2180 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
2181 */ 1928 */
2182 1929object *
2183object *present_arch_in_ob(const archetype *at, const object *op) { 1930present_arch_in_ob (const archetype *at, const object *op)
2184 object *tmp; 1931{
2185 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1932 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2186 if( tmp->arch == at) 1933 if (tmp->arch->archname == at->archname)
2187 return tmp; 1934 return tmp;
1935
2188 return NULL; 1936 return NULL;
2189} 1937}
2190 1938
2191/* 1939/*
2192 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
2193 */ 1941 */
1942void
2194void flag_inv(object*op, int flag){ 1943flag_inv (object *op, int flag)
2195 object *tmp; 1944{
2196 if(op->inv)
2197 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1945 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 {
2198 SET_FLAG(tmp, flag); 1947 SET_FLAG (tmp, flag);
2199 flag_inv(tmp,flag); 1948 flag_inv (tmp, flag);
2200 } 1949 }
1950}
1951
2201}/* 1952/*
2202 * desactivate recursively a flag on an object inventory 1953 * deactivate recursively a flag on an object inventory
2203 */ 1954 */
1955void
2204void unflag_inv(object*op, int flag){ 1956unflag_inv (object *op, int flag)
2205 object *tmp; 1957{
2206 if(op->inv)
2207 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1958 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1959 {
2208 CLEAR_FLAG(tmp, flag); 1960 CLEAR_FLAG (tmp, flag);
2209 unflag_inv(tmp,flag); 1961 unflag_inv (tmp, flag);
2210 } 1962 }
2211}
2212
2213/*
2214 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2215 * all it's inventory (recursively).
2216 * If checksums are used, a player will get set_cheat called for
2217 * him/her-self and all object carried by a call to this function.
2218 */
2219
2220void set_cheat(object *op) {
2221 SET_FLAG(op, FLAG_WAS_WIZ);
2222 flag_inv(op, FLAG_WAS_WIZ);
2223} 1963}
2224 1964
2225/* 1965/*
2226 * find_free_spot(object, map, x, y, start, stop) will search for 1966 * find_free_spot(object, map, x, y, start, stop) will search for
2227 * a spot at the given map and coordinates which will be able to contain 1967 * a spot at the given map and coordinates which will be able to contain
2229 * to search (see the freearr_x/y[] definition). 1969 * to search (see the freearr_x/y[] definition).
2230 * It returns a random choice among the alternatives found. 1970 * It returns a random choice among the alternatives found.
2231 * start and stop are where to start relative to the free_arr array (1,9 1971 * start and stop are where to start relative to the free_arr array (1,9
2232 * does all 4 immediate directions). This returns the index into the 1972 * does all 4 immediate directions). This returns the index into the
2233 * array of the free spot, -1 if no spot available (dir 0 = x,y) 1973 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2234 * Note - this only checks to see if there is space for the head of the
2235 * object - if it is a multispace object, this should be called for all
2236 * pieces.
2237 * Note2: This function does correctly handle tiled maps, but does not 1974 * Note: This function does correctly handle tiled maps, but does not
2238 * inform the caller. However, insert_ob_in_map will update as 1975 * inform the caller. However, insert_ob_in_map will update as
2239 * necessary, so the caller shouldn't need to do any special work. 1976 * necessary, so the caller shouldn't need to do any special work.
2240 * Note - updated to take an object instead of archetype - this is necessary 1977 * Note - updated to take an object instead of archetype - this is necessary
2241 * because arch_blocked (now ob_blocked) needs to know the movement type 1978 * because arch_blocked (now ob_blocked) needs to know the movement type
2242 * to know if the space in question will block the object. We can't use 1979 * to know if the space in question will block the object. We can't use
2243 * the archetype because that isn't correct if the monster has been 1980 * the archetype because that isn't correct if the monster has been
2244 * customized, changed states, etc. 1981 * customized, changed states, etc.
2245 */ 1982 */
2246 1983int
2247int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 1984find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
1985{
1986 int altern[SIZEOFFREE];
2248 int i,index=0, flag; 1987 int index = 0, flag;
2249 static int altern[SIZEOFFREE];
2250 1988
2251 for(i=start;i<stop;i++) { 1989 for (int i = start; i < stop; i++)
2252 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 1990 {
2253 if(!flag) 1991 mapxy pos (m, x, y); pos.move (i);
1992
1993 if (!pos.normalise ())
1994 continue;
1995
1996 mapspace &ms = *pos;
1997
1998 if (ms.flags () & P_IS_ALIVE)
1999 continue;
2000
2001 /* However, often
2002 * ob doesn't have any move type (when used to place exits)
2003 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2004 */
2005 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2006 {
2254 altern[index++]=i; 2007 altern [index++] = i;
2008 continue;
2009 }
2255 2010
2256 /* Basically, if we find a wall on a space, we cut down the search size. 2011 /* Basically, if we find a wall on a space, we cut down the search size.
2257 * In this way, we won't return spaces that are on another side of a wall. 2012 * In this way, we won't return spaces that are on another side of a wall.
2258 * This mostly work, but it cuts down the search size in all directions - 2013 * This mostly work, but it cuts down the search size in all directions -
2259 * if the space being examined only has a wall to the north and empty 2014 * if the space being examined only has a wall to the north and empty
2260 * spaces in all the other directions, this will reduce the search space 2015 * spaces in all the other directions, this will reduce the search space
2261 * to only the spaces immediately surrounding the target area, and 2016 * to only the spaces immediately surrounding the target area, and
2262 * won't look 2 spaces south of the target space. 2017 * won't look 2 spaces south of the target space.
2263 */ 2018 */
2264 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2019 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2020 {
2265 stop=maxfree[i]; 2021 stop = maxfree[i];
2266 } 2022 continue;
2267 if(!index) return -1; 2023 }
2268 return altern[RANDOM()%index];
2269}
2270 2024
2025 /* Note it is intentional that we check ob - the movement type of the
2026 * head of the object should correspond for the entire object.
2027 */
2028 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2029 continue;
2030
2031 if (ob->blocked (pos.m, pos.x, pos.y))
2032 continue;
2033
2034 altern [index++] = i;
2035 }
2036
2037 if (!index)
2038 return -1;
2039
2040 return altern [rndm (index)];
2041}
2042
2271/* 2043/*
2272 * find_first_free_spot(archetype, mapstruct, x, y) works like 2044 * find_first_free_spot(archetype, maptile, x, y) works like
2273 * find_free_spot(), but it will search max number of squares. 2045 * find_free_spot(), but it will search max number of squares.
2274 * But it will return the first available spot, not a random choice. 2046 * But it will return the first available spot, not a random choice.
2275 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2047 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2276 */ 2048 */
2277 2049int
2278int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2050find_first_free_spot (const object *ob, maptile *m, int x, int y)
2279 int i; 2051{
2280 for(i=0;i<SIZEOFFREE;i++) { 2052 for (int i = 0; i < SIZEOFFREE; i++)
2281 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2053 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2282 return i; 2054 return i;
2283 } 2055
2284 return -1; 2056 return -1;
2285} 2057}
2286 2058
2287/* 2059/*
2288 * The function permute(arr, begin, end) randomly reorders the array 2060 * The function permute(arr, begin, end) randomly reorders the array
2289 * arr[begin..end-1]. 2061 * arr[begin..end-1].
2062 * now uses a fisher-yates shuffle, old permute was broken
2290 */ 2063 */
2064static void
2291static void permute(int *arr, int begin, int end) 2065permute (int *arr, int begin, int end)
2292{ 2066{
2293 int i, j, tmp, len; 2067 arr += begin;
2068 end -= begin;
2294 2069
2295 len = end-begin; 2070 while (--end)
2296 for(i = begin; i < end; i++) 2071 swap (arr [end], arr [rndm (end + 1)]);
2297 {
2298 j = begin+RANDOM()%len;
2299
2300 tmp = arr[i];
2301 arr[i] = arr[j];
2302 arr[j] = tmp;
2303 }
2304} 2072}
2305 2073
2306/* new function to make monster searching more efficient, and effective! 2074/* new function to make monster searching more efficient, and effective!
2307 * This basically returns a randomized array (in the passed pointer) of 2075 * This basically returns a randomized array (in the passed pointer) of
2308 * the spaces to find monsters. In this way, it won't always look for 2076 * the spaces to find monsters. In this way, it won't always look for
2309 * monsters to the north first. However, the size of the array passed 2077 * monsters to the north first. However, the size of the array passed
2310 * covers all the spaces, so within that size, all the spaces within 2078 * covers all the spaces, so within that size, all the spaces within
2311 * the 3x3 area will be searched, just not in a predictable order. 2079 * the 3x3 area will be searched, just not in a predictable order.
2312 */ 2080 */
2081void
2313void get_search_arr(int *search_arr) 2082get_search_arr (int *search_arr)
2314{ 2083{
2315 int i; 2084 int i;
2316 2085
2317 for(i = 0; i < SIZEOFFREE; i++) 2086 for (i = 0; i < SIZEOFFREE; i++)
2318 {
2319 search_arr[i] = i; 2087 search_arr[i] = i;
2320 }
2321 2088
2322 permute(search_arr, 1, SIZEOFFREE1+1); 2089 permute (search_arr, 1, SIZEOFFREE1 + 1);
2323 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2090 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2324 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2091 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2325} 2092}
2326 2093
2327/* 2094/*
2328 * find_dir(map, x, y, exclude) will search some close squares in the 2095 * find_dir(map, x, y, exclude) will search some close squares in the
2329 * given map at the given coordinates for live objects. 2096 * given map at the given coordinates for live objects.
2334 * Perhaps incorrectly, but I'm making the assumption that exclude 2101 * Perhaps incorrectly, but I'm making the assumption that exclude
2335 * is actually want is going to try and move there. We need this info 2102 * is actually want is going to try and move there. We need this info
2336 * because we have to know what movement the thing looking to move 2103 * because we have to know what movement the thing looking to move
2337 * there is capable of. 2104 * there is capable of.
2338 */ 2105 */
2339 2106int
2340int find_dir(mapstruct *m, int x, int y, object *exclude) { 2107find_dir (maptile *m, int x, int y, object *exclude)
2108{
2341 int i,max=SIZEOFFREE, mflags; 2109 int max = SIZEOFFREE, mflags;
2342 sint16 nx, ny;
2343 object *tmp;
2344 mapstruct *mp;
2345 MoveType blocked, move_type; 2110 MoveType move_type;
2346 2111
2347 if (exclude && exclude->head) { 2112 if (exclude && exclude->head_ () != exclude)
2113 {
2348 exclude = exclude->head; 2114 exclude = exclude->head;
2349 move_type = exclude->move_type; 2115 move_type = exclude->move_type;
2350 } else { 2116 }
2117 else
2118 {
2351 /* If we don't have anything, presume it can use all movement types. */ 2119 /* If we don't have anything, presume it can use all movement types. */
2352 move_type=MOVE_ALL; 2120 move_type = MOVE_ALL;
2353 }
2354
2355 for(i=1;i<max;i++) {
2356 mp = m;
2357 nx = x + freearr_x[i];
2358 ny = y + freearr_y[i];
2359
2360 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2361 if (mflags & P_OUT_OF_MAP) {
2362 max = maxfree[i];
2363 } else {
2364 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2365
2366 if ((move_type & blocked) == move_type) {
2367 max=maxfree[i];
2368 } else if (mflags & P_IS_ALIVE) {
2369 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2370 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2371 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2372 break;
2373 }
2374 }
2375 if(tmp) {
2376 return freedir[i];
2377 }
2378 } 2121 }
2379 } 2122
2123 for (int i = 1; i < max; i++)
2380 } 2124 {
2125 mapxy pos (m, x, y);
2126 pos.move (i);
2127
2128 if (!pos.normalise ())
2129 max = maxfree[i];
2130 else
2131 {
2132 mapspace &ms = *pos;
2133
2134 if ((move_type & ms.move_block) == move_type)
2135 max = maxfree [i];
2136 else if (ms.flags () & P_IS_ALIVE)
2137 {
2138 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2139 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2140 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2141 return freedir [i];
2142 }
2143 }
2144 }
2145
2381 return 0; 2146 return 0;
2382} 2147}
2383 2148
2384/* 2149/*
2385 * distance(object 1, object 2) will return the square of the 2150 * distance(object 1, object 2) will return the square of the
2386 * distance between the two given objects. 2151 * distance between the two given objects.
2387 */ 2152 */
2388 2153int
2389int distance(const object *ob1, const object *ob2) { 2154distance (const object *ob1, const object *ob2)
2390 int i; 2155{
2391 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2156 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2392 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2393 return i;
2394} 2157}
2395 2158
2396/* 2159/*
2397 * find_dir_2(delta-x,delta-y) will return a direction in which 2160 * find_dir_2(delta-x,delta-y) will return a direction in which
2398 * an object which has subtracted the x and y coordinates of another 2161 * an object which has subtracted the x and y coordinates of another
2399 * object, needs to travel toward it. 2162 * object, needs to travel toward it.
2400 */ 2163 */
2401 2164int
2402int find_dir_2(int x, int y) { 2165find_dir_2 (int x, int y)
2166{
2403 int q; 2167 int q;
2404 2168
2405 if(y) 2169 if (y)
2406 q=x*100/y; 2170 q = x * 100 / y;
2407 else if (x) 2171 else if (x)
2408 q= -300*x; 2172 q = -300 * x;
2409 else 2173 else
2410 return 0; 2174 return 0;
2411 2175
2412 if(y>0) { 2176 if (y > 0)
2177 {
2413 if(q < -242) 2178 if (q < -242)
2414 return 3 ; 2179 return 3;
2415 if (q < -41) 2180 if (q < -41)
2416 return 2 ; 2181 return 2;
2417 if (q < 41) 2182 if (q < 41)
2418 return 1 ; 2183 return 1;
2419 if (q < 242) 2184 if (q < 242)
2420 return 8 ; 2185 return 8;
2421 return 7 ; 2186 return 7;
2422 } 2187 }
2423 2188
2424 if (q < -242) 2189 if (q < -242)
2425 return 7 ; 2190 return 7;
2426 if (q < -41) 2191 if (q < -41)
2427 return 6 ; 2192 return 6;
2428 if (q < 41) 2193 if (q < 41)
2429 return 5 ; 2194 return 5;
2430 if (q < 242) 2195 if (q < 242)
2431 return 4 ; 2196 return 4;
2432 2197
2433 return 3 ; 2198 return 3;
2434}
2435
2436/*
2437 * absdir(int): Returns a number between 1 and 8, which represent
2438 * the "absolute" direction of a number (it actually takes care of
2439 * "overflow" in previous calculations of a direction).
2440 */
2441
2442int absdir(int d) {
2443 while(d<1) d+=8;
2444 while(d>8) d-=8;
2445 return d;
2446} 2199}
2447 2200
2448/* 2201/*
2449 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2202 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2450 * between two directions (which are expected to be absolute (see absdir()) 2203 * between two directions (which are expected to be absolute (see absdir())
2451 */ 2204 */
2452 2205int
2453int dirdiff(int dir1, int dir2) { 2206dirdiff (int dir1, int dir2)
2207{
2454 int d; 2208 int d;
2209
2455 d = abs(dir1 - dir2); 2210 d = abs (dir1 - dir2);
2456 if(d>4) 2211 if (d > 4)
2457 d = 8 - d; 2212 d = 8 - d;
2213
2458 return d; 2214 return d;
2459} 2215}
2460 2216
2461/* peterm: 2217/* peterm:
2462 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2218 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2465 * This basically means that if direction is 15, then it could either go 2221 * This basically means that if direction is 15, then it could either go
2466 * direction 4, 14, or 16 to get back to where we are. 2222 * direction 4, 14, or 16 to get back to where we are.
2467 * Moved from spell_util.c to object.c with the other related direction 2223 * Moved from spell_util.c to object.c with the other related direction
2468 * functions. 2224 * functions.
2469 */ 2225 */
2470
2471int reduction_dir[SIZEOFFREE][3] = { 2226static const int reduction_dir[SIZEOFFREE][3] = {
2472 {0,0,0}, /* 0 */ 2227 {0, 0, 0}, /* 0 */
2473 {0,0,0}, /* 1 */ 2228 {0, 0, 0}, /* 1 */
2474 {0,0,0}, /* 2 */ 2229 {0, 0, 0}, /* 2 */
2475 {0,0,0}, /* 3 */ 2230 {0, 0, 0}, /* 3 */
2476 {0,0,0}, /* 4 */ 2231 {0, 0, 0}, /* 4 */
2477 {0,0,0}, /* 5 */ 2232 {0, 0, 0}, /* 5 */
2478 {0,0,0}, /* 6 */ 2233 {0, 0, 0}, /* 6 */
2479 {0,0,0}, /* 7 */ 2234 {0, 0, 0}, /* 7 */
2480 {0,0,0}, /* 8 */ 2235 {0, 0, 0}, /* 8 */
2481 {8,1,2}, /* 9 */ 2236 {8, 1, 2}, /* 9 */
2482 {1,2,-1}, /* 10 */ 2237 {1, 2, -1}, /* 10 */
2483 {2,10,12}, /* 11 */ 2238 {2, 10, 12}, /* 11 */
2484 {2,3,-1}, /* 12 */ 2239 {2, 3, -1}, /* 12 */
2485 {2,3,4}, /* 13 */ 2240 {2, 3, 4}, /* 13 */
2486 {3,4,-1}, /* 14 */ 2241 {3, 4, -1}, /* 14 */
2487 {4,14,16}, /* 15 */ 2242 {4, 14, 16}, /* 15 */
2488 {5,4,-1}, /* 16 */ 2243 {5, 4, -1}, /* 16 */
2489 {4,5,6}, /* 17 */ 2244 {4, 5, 6}, /* 17 */
2490 {6,5,-1}, /* 18 */ 2245 {6, 5, -1}, /* 18 */
2491 {6,20,18}, /* 19 */ 2246 {6, 20, 18}, /* 19 */
2492 {7,6,-1}, /* 20 */ 2247 {7, 6, -1}, /* 20 */
2493 {6,7,8}, /* 21 */ 2248 {6, 7, 8}, /* 21 */
2494 {7,8,-1}, /* 22 */ 2249 {7, 8, -1}, /* 22 */
2495 {8,22,24}, /* 23 */ 2250 {8, 22, 24}, /* 23 */
2496 {8,1,-1}, /* 24 */ 2251 {8, 1, -1}, /* 24 */
2497 {24,9,10}, /* 25 */ 2252 {24, 9, 10}, /* 25 */
2498 {9,10,-1}, /* 26 */ 2253 {9, 10, -1}, /* 26 */
2499 {10,11,-1}, /* 27 */ 2254 {10, 11, -1}, /* 27 */
2500 {27,11,29}, /* 28 */ 2255 {27, 11, 29}, /* 28 */
2501 {11,12,-1}, /* 29 */ 2256 {11, 12, -1}, /* 29 */
2502 {12,13,-1}, /* 30 */ 2257 {12, 13, -1}, /* 30 */
2503 {12,13,14}, /* 31 */ 2258 {12, 13, 14}, /* 31 */
2504 {13,14,-1}, /* 32 */ 2259 {13, 14, -1}, /* 32 */
2505 {14,15,-1}, /* 33 */ 2260 {14, 15, -1}, /* 33 */
2506 {33,15,35}, /* 34 */ 2261 {33, 15, 35}, /* 34 */
2507 {16,15,-1}, /* 35 */ 2262 {16, 15, -1}, /* 35 */
2508 {17,16,-1}, /* 36 */ 2263 {17, 16, -1}, /* 36 */
2509 {18,17,16}, /* 37 */ 2264 {18, 17, 16}, /* 37 */
2510 {18,17,-1}, /* 38 */ 2265 {18, 17, -1}, /* 38 */
2511 {18,19,-1}, /* 39 */ 2266 {18, 19, -1}, /* 39 */
2512 {41,19,39}, /* 40 */ 2267 {41, 19, 39}, /* 40 */
2513 {19,20,-1}, /* 41 */ 2268 {19, 20, -1}, /* 41 */
2514 {20,21,-1}, /* 42 */ 2269 {20, 21, -1}, /* 42 */
2515 {20,21,22}, /* 43 */ 2270 {20, 21, 22}, /* 43 */
2516 {21,22,-1}, /* 44 */ 2271 {21, 22, -1}, /* 44 */
2517 {23,22,-1}, /* 45 */ 2272 {23, 22, -1}, /* 45 */
2518 {45,47,23}, /* 46 */ 2273 {45, 47, 23}, /* 46 */
2519 {23,24,-1}, /* 47 */ 2274 {23, 24, -1}, /* 47 */
2520 {24,9,-1}}; /* 48 */ 2275 {24, 9, -1}
2276}; /* 48 */
2521 2277
2522/* Recursive routine to step back and see if we can 2278/* Recursive routine to step back and see if we can
2523 * find a path to that monster that we found. If not, 2279 * find a path to that monster that we found. If not,
2524 * we don't bother going toward it. Returns 1 if we 2280 * we don't bother going toward it. Returns 1 if we
2525 * can see a direct way to get it 2281 * can see a direct way to get it
2526 * Modified to be map tile aware -.MSW 2282 * Modified to be map tile aware -.MSW
2527 */ 2283 */
2528 2284int
2529
2530int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2285can_see_monsterP (maptile *m, int x, int y, int dir)
2286{
2531 sint16 dx, dy; 2287 sint16 dx, dy;
2532 int mflags; 2288 int mflags;
2533 2289
2290 if (dir < 0)
2534 if(dir<0) return 0; /* exit condition: invalid direction */ 2291 return 0; /* exit condition: invalid direction */
2535 2292
2536 dx = x + freearr_x[dir]; 2293 dx = x + freearr_x[dir];
2537 dy = y + freearr_y[dir]; 2294 dy = y + freearr_y[dir];
2538 2295
2539 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2296 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2540 2297
2541 /* This functional arguably was incorrect before - it was 2298 /* This functional arguably was incorrect before - it was
2542 * checking for P_WALL - that was basically seeing if 2299 * checking for P_WALL - that was basically seeing if
2543 * we could move to the monster - this is being more 2300 * we could move to the monster - this is being more
2544 * literal on if we can see it. To know if we can actually 2301 * literal on if we can see it. To know if we can actually
2545 * move to the monster, we'd need the monster passed in or 2302 * move to the monster, we'd need the monster passed in or
2546 * at least its move type. 2303 * at least its move type.
2547 */ 2304 */
2548 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2305 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2306 return 0;
2549 2307
2550 /* yes, can see. */ 2308 /* yes, can see. */
2551 if(dir < 9) return 1; 2309 if (dir < 9)
2310 return 1;
2311
2552 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2312 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2553 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2313 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2554 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2555} 2315}
2556 2316
2557
2558
2559/* 2317/*
2560 * can_pick(picker, item): finds out if an object is possible to be 2318 * can_pick(picker, item): finds out if an object is possible to be
2561 * picked up by the picker. Returnes 1 if it can be 2319 * picked up by the picker. Returnes 1 if it can be
2562 * picked up, otherwise 0. 2320 * picked up, otherwise 0.
2563 * 2321 *
2564 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2322 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2565 * core dumps if they do. 2323 * core dumps if they do.
2566 * 2324 *
2567 * Add a check so we can't pick up invisible objects (0.93.8) 2325 * Add a check so we can't pick up invisible objects (0.93.8)
2568 */ 2326 */
2569 2327int
2570int can_pick(const object *who, const object *item) { 2328can_pick (const object *who, const object *item)
2329{
2571 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2572 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2573 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2574 (who->type==PLAYER||item->weight<who->weight/3));
2575} 2333}
2576
2577 2334
2578/* 2335/*
2579 * create clone from object to another 2336 * create clone from object to another
2580 */ 2337 */
2581object *object_create_clone (object *asrc) { 2338object *
2582 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2339object::deep_clone ()
2340{
2341 assert (("deep_clone called on non-head object", is_head ()));
2583 2342
2584 if(!asrc) return NULL; 2343 object *dst = clone ();
2585 src = asrc;
2586 if(src->head)
2587 src = src->head;
2588 2344
2589 prev = NULL; 2345 object *prev = dst;
2590 for(part = src; part; part = part->more) { 2346 for (object *part = this->more; part; part = part->more)
2591 tmp = get_object(); 2347 {
2592 copy_object(part,tmp); 2348 object *tmp = part->clone ();
2593 tmp->x -= src->x;
2594 tmp->y -= src->y;
2595 if(!part->head) {
2596 dst = tmp;
2597 tmp->head = NULL;
2598 } else {
2599 tmp->head = dst; 2349 tmp->head = dst;
2600 }
2601 tmp->more = NULL;
2602 if(prev)
2603 prev->more = tmp; 2350 prev->more = tmp;
2604 prev = tmp; 2351 prev = tmp;
2605 } 2352 }
2606 /*** copy inventory ***/ 2353
2607 for(item = src->inv; item; item = item->below) { 2354 for (object *item = inv; item; item = item->below)
2608 (void) insert_ob_in_ob(object_create_clone(item),dst); 2355 insert_ob_in_ob (item->deep_clone (), dst);
2609 }
2610 2356
2611 return dst; 2357 return dst;
2612}
2613
2614/* return true if the object was destroyed, 0 otherwise */
2615int was_destroyed (const object *op, tag_t old_tag)
2616{
2617 /* checking for FLAG_FREED isn't necessary, but makes this function more
2618 * robust */
2619 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2620}
2621
2622/* GROS - Creates an object using a string representing its content. */
2623/* Basically, we save the content of the string to a temp file, then call */
2624/* load_object on it. I admit it is a highly inefficient way to make things, */
2625/* but it was simple to make and allows reusing the load_object function. */
2626/* Remember not to use load_object_str in a time-critical situation. */
2627/* Also remember that multiparts objects are not supported for now. */
2628
2629object* load_object_str(const char *obstr)
2630{
2631 object *op;
2632 FILE *tempfile;
2633 char filename[MAX_BUF];
2634 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2635 tempfile=fopen(filename,"w");
2636 if (tempfile == NULL)
2637 {
2638 LOG(llevError,"Error - Unable to access load object temp file\n");
2639 return NULL;
2640 };
2641 fprintf(tempfile,obstr);
2642 fclose(tempfile);
2643
2644 op=get_object();
2645
2646 tempfile=fopen(filename,"r");
2647 if (tempfile == NULL)
2648 {
2649 LOG(llevError,"Error - Unable to read object temp file\n");
2650 return NULL;
2651 };
2652 load_object(tempfile,op,LO_NEWFILE,0);
2653 LOG(llevDebug," load str completed, object=%s\n",op->name);
2654 CLEAR_FLAG(op,FLAG_REMOVED);
2655 fclose(tempfile);
2656 return op;
2657} 2358}
2658 2359
2659/* This returns the first object in who's inventory that 2360/* This returns the first object in who's inventory that
2660 * has the same type and subtype match. 2361 * has the same type and subtype match.
2661 * returns NULL if no match. 2362 * returns NULL if no match.
2662 */ 2363 */
2364object *
2663object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2365find_obj_by_type_subtype (const object *who, int type, int subtype)
2664{ 2366{
2665 object *tmp;
2666
2667 for (tmp=who->inv; tmp; tmp=tmp->below) 2367 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2668 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2368 if (tmp->type == type && tmp->subtype == subtype)
2369 return tmp;
2669 2370
2670 return NULL; 2371 return 0;
2671} 2372}
2672 2373
2673/* If ob has a field named key, return the link from the list, 2374shstr_tmp
2674 * otherwise return NULL. 2375object::kv_get (shstr_tmp key) const
2675 * 2376{
2676 * key must be a passed in shared string - otherwise, this won't 2377 for (key_value *kv = key_values; kv; kv = kv->next)
2677 * do the desired thing. 2378 if (kv->key == key)
2678 */ 2379 return kv->value;
2679key_value * get_ob_key_link(const object * ob, const char * key) { 2380
2680 key_value * link; 2381 return shstr ();
2382}
2383
2384void
2385object::kv_set (shstr_tmp key, shstr_tmp value)
2386{
2387 for (key_value *kv = key_values; kv; kv = kv->next)
2388 if (kv->key == key)
2389 {
2390 kv->value = value;
2391 return;
2392 }
2393
2394 key_value *kv = new key_value;
2395
2396 kv->next = key_values;
2397 kv->key = key;
2398 kv->value = value;
2399
2400 key_values = kv;
2401}
2402
2403void
2404object::kv_del (shstr_tmp key)
2405{
2406 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2407 if ((*kvp)->key == key)
2408 {
2409 key_value *kv = *kvp;
2410 *kvp = (*kvp)->next;
2411 delete kv;
2412 return;
2413 }
2414}
2415
2416object::depth_iterator::depth_iterator (object *container)
2417: iterator_base (container)
2418{
2419 while (item->inv)
2420 item = item->inv;
2421}
2422
2423void
2424object::depth_iterator::next ()
2425{
2426 if (item->below)
2681 2427 {
2682 for (link = ob->key_values; link != NULL; link = link->next) { 2428 item = item->below;
2683 if (link->key == key) { 2429
2684 return link; 2430 while (item->inv)
2431 item = item->inv;
2432 }
2433 else
2434 item = item->env;
2435}
2436
2437const char *
2438object::flag_desc (char *desc, int len) const
2439{
2440 char *p = desc;
2441 bool first = true;
2442
2443 *p = 0;
2444
2445 for (int i = 0; i < NUM_FLAGS; i++)
2446 {
2447 if (len <= 10) // magic constant!
2448 {
2449 snprintf (p, len, ",...");
2450 break;
2685 } 2451 }
2686 }
2687
2688 return NULL;
2689}
2690 2452
2691/* 2453 if (flag [i])
2692 * Returns the value of op has an extra_field for key, or NULL.
2693 *
2694 * The argument doesn't need to be a shared string.
2695 *
2696 * The returned string is shared.
2697 */
2698const char * get_ob_key_value(const object * op, const char * const key) {
2699 key_value * link;
2700 const char * canonical_key;
2701
2702 canonical_key = find_string(key);
2703
2704 if (canonical_key == NULL) {
2705 /* 1. There being a field named key on any object
2706 * implies there'd be a shared string to find.
2707 * 2. Since there isn't, no object has this field.
2708 * 3. Therefore, *this* object doesn't have this field.
2709 */ 2454 {
2710 return NULL; 2455 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2711 } 2456 len -= cnt;
2712 2457 p += cnt;
2713 /* This is copied from get_ob_key_link() above - 2458 first = false;
2714 * only 4 lines, and saves the function call overhead.
2715 */
2716 for (link = op->key_values; link != NULL; link = link->next) {
2717 if (link->key == canonical_key) {
2718 return link->value;
2719 } 2459 }
2720 } 2460 }
2461
2462 return desc;
2463}
2464
2465// return a suitable string describing an object in enough detail to find it
2466const char *
2467object::debug_desc (char *info) const
2468{
2469 char flagdesc[512];
2470 char info2[256 * 4];
2471 char *p = info;
2472
2473 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2474 count,
2475 uuid.c_str (),
2476 &name,
2477 title ? ",title:\"" : "",
2478 title ? (const char *)title : "",
2479 title ? "\"" : "",
2480 flag_desc (flagdesc, 512), type);
2481
2482 if (!flag[FLAG_REMOVED] && env)
2483 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2484
2485 if (map)
2486 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2487
2488 return info;
2489}
2490
2491const char *
2492object::debug_desc () const
2493{
2494 static char info[3][256 * 4];
2495 static int info_idx;
2496
2497 return debug_desc (info [++info_idx % 3]);
2498}
2499
2500struct region *
2501object::region () const
2502{
2503 return map ? map->region (x, y)
2504 : region::default_region ();
2505}
2506
2507void
2508object::open_container (object *new_container)
2509{
2510 if (container == new_container)
2721 return NULL; 2511 return;
2722}
2723 2512
2513 object *old_container = container;
2724 2514
2725/* 2515 if (old_container)
2726 * Updates the canonical_key in op to value.
2727 *
2728 * canonical_key is a shared string (value doesn't have to be).
2729 *
2730 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2731 * keys.
2732 *
2733 * Returns TRUE on success.
2734 */
2735int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2736 key_value * field = NULL, *last=NULL;
2737 2516 {
2738 for (field=op->key_values; field != NULL; field=field->next) { 2517 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2739 if (field->key != canonical_key) { 2518 return;
2740 last = field; 2519
2741 continue; 2520#if 0
2742 } 2521 // remove the "Close old_container" object.
2743 2522 if (object *closer = old_container->inv)
2744 if (field->value) FREE_AND_CLEAR_STR(field->value); 2523 if (closer->type == CLOSE_CON)
2745 if (value) 2524 closer->destroy ();
2746 field->value = add_string(value); 2525#endif
2747 else { 2526
2748 /* Basically, if the archetype has this key set, 2527 // make sure the container is available
2749 * we need to store the null value so when we save 2528 esrv_send_item (this, old_container);
2750 * it, we save the empty value so that when we load, 2529
2751 * we get this value back again. 2530 old_container->flag [FLAG_APPLIED] = false;
2752 */ 2531 container = 0;
2753 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2532
2754 field->value = NULL; 2533 // client needs item update to make it work, client bug requires this to be separate
2755 else { 2534 esrv_update_item (UPD_FLAGS, this, old_container);
2756 /* Delete this link */ 2535
2757 if (field->key) FREE_AND_CLEAR_STR(field->key); 2536 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2758 if (field->value) FREE_AND_CLEAR_STR(field->value); 2537 play_sound (sound_find ("chest_close"));
2759 if (last) last->next = field->next;
2760 else op->key_values = field->next;
2761 free(field);
2762 } 2538 }
2763 }
2764 return TRUE;
2765 }
2766 /* IF we get here, key doesn't exist */
2767 2539
2768 /* No field, we'll have to add it. */ 2540 if (new_container)
2769 2541 {
2770 if (!add_key) { 2542 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2771 return FALSE; 2543 return;
2772 } 2544
2773 /* There isn't any good reason to store a null 2545 // TODO: this does not seem to serve any purpose anymore?
2774 * value in the key/value list. If the archetype has 2546#if 0
2775 * this key, then we should also have it, so shouldn't 2547 // insert the "Close Container" object.
2776 * be here. If user wants to store empty strings, 2548 if (archetype *closer = new_container->other_arch)
2777 * should pass in "" 2549 {
2778 */ 2550 object *closer = new_container->other_arch->instance ();
2779 if (value == NULL) return TRUE; 2551 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2552 new_container->insert (closer);
2553 }
2554#endif
2555
2556 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2557
2558 // make sure the container is available, client bug requires this to be separate
2559 esrv_send_item (this, new_container);
2560
2561 new_container->flag [FLAG_APPLIED] = true;
2562 container = new_container;
2563
2564 // client needs flag change
2565 esrv_update_item (UPD_FLAGS, this, new_container);
2566 esrv_send_inventory (this, new_container);
2567 play_sound (sound_find ("chest_open"));
2780 2568 }
2781 field = (key_value *) malloc(sizeof(key_value)); 2569// else if (!old_container->env && contr && contr->ns)
2570// contr->ns->floorbox_reset ();
2571}
2572
2573object *
2574object::force_find (shstr_tmp name)
2575{
2576 /* cycle through his inventory to look for the MARK we want to
2577 * place
2578 */
2579 for (object *tmp = inv; tmp; tmp = tmp->below)
2580 if (tmp->type == FORCE && tmp->slaying == name)
2581 return splay (tmp);
2582
2583 return 0;
2584}
2585
2586//-GPL
2587
2588void
2589object::force_set_timer (int duration)
2590{
2591 this->duration = 1;
2592 this->speed_left = -1.f;
2593
2594 this->set_speed (duration ? 1.f / duration : 0.f);
2595}
2596
2597object *
2598object::force_add (shstr_tmp name, int duration)
2599{
2600 if (object *force = force_find (name))
2601 force->destroy ();
2602
2603 object *force = get_archetype (FORCE_NAME);
2604
2605 force->slaying = name;
2606 force->force_set_timer (duration);
2607 force->flag [FLAG_APPLIED] = true;
2608
2609 return insert (force);
2610}
2611
2612void
2613object::play_sound (faceidx sound) const
2614{
2615 if (!sound)
2616 return;
2617
2618 if (is_on_map ())
2619 map->play_sound (sound, x, y);
2620 else if (object *pl = in_player ())
2621 pl->contr->play_sound (sound);
2622}
2623
2624void
2625object::say_msg (const char *msg) const
2626{
2627 if (is_on_map ())
2628 map->say_msg (msg, x, y);
2629 else if (object *pl = in_player ())
2630 pl->contr->play_sound (sound);
2631}
2632
2633void
2634object::make_noise ()
2635{
2636 // we do not model noise in the map, so instead put
2637 // a temporary light into the noise source
2638 // could use the map instead, but that's less reliable for our
2639 // goal, which is to make invisibility a bit harder to exploit
2640
2641 // currently only works sensibly for players
2642 if (!is_player ())
2643 return;
2644
2645 // find old force, or create new one
2646 object *force = force_find (shstr_noise_force);
2647
2648 if (force)
2649 force->speed_left = -1.f; // patch old speed up
2650 else
2782 2651 {
2783 field->key = add_refcount(canonical_key); 2652 force = archetype::get (shstr_noise_force);
2784 field->value = add_string(value); 2653
2785 /* Usual prepend-addition. */ 2654 force->slaying = shstr_noise_force;
2786 field->next = op->key_values; 2655 force->stats.food = 1;
2787 op->key_values = field; 2656 force->speed_left = -1.f;
2657
2658 force->set_speed (1.f / 4.f);
2659 force->flag [FLAG_IS_USED_UP] = true;
2660 force->flag [FLAG_APPLIED] = true;
2661
2662 insert (force);
2788 2663 }
2664}
2665
2666void object::change_move_type (MoveType mt)
2667{
2668 if (move_type == mt)
2789 return TRUE; 2669 return;
2790}
2791 2670
2792/* 2671 if (is_on_map ())
2793 * Updates the key in op to value.
2794 *
2795 * If add_key is FALSE, this will only update existing keys,
2796 * and not add new ones.
2797 * In general, should be little reason FALSE is ever passed in for add_key
2798 *
2799 * Returns TRUE on success.
2800 */
2801int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2802 const char * canonical_key = NULL;
2803 int floating_ref = FALSE;
2804 int ret;
2805 2672 {
2806 /* HACK This mess is to make sure set_ob_value() passes a shared string 2673 // we are on the map, so handle move_on/off effects
2807 * to get_ob_key_link(), without leaving a leaked refcount. 2674 remove ();
2808 */ 2675 move_type = mt;
2676 map->insert (this, x, y, this);
2809 2677 }
2810 canonical_key = find_string(key); 2678 else
2811 if (canonical_key == NULL) { 2679 move_type = mt;
2812 canonical_key = add_string(key);
2813 floating_ref = TRUE;
2814 }
2815
2816 ret = set_ob_key_value_s(op, canonical_key, value, add_key);
2817
2818 if (floating_ref) {
2819 free_string(canonical_key);
2820 }
2821
2822 return ret;
2823} 2680}
2681

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