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Comparing deliantra/server/common/object.C (file contents):
Revision 1.4 by root, Sat Aug 26 23:36:30 2006 UTC vs.
Revision 1.325 by root, Wed Apr 14 21:36:31 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 1.4 2006/08/26 23:36:30 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
34UUID UUID::cur;
35static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38
39objectvec objects;
40activevec actives;
41
42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
57short freearr_x[SIZEOFFREE]= 50short freearr_x[SIZEOFFREE] = {
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1, 51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
55};
60short freearr_y[SIZEOFFREE]= 56short freearr_y[SIZEOFFREE] = {
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 61};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49};
66int freedir[SIZEOFFREE]= { 62int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 63 0,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
67};
69 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
76static void
77write_uuid (uval64 skip, bool sync)
78{
79 CALL_BEGIN (2);
80 CALL_ARG_SV (newSVval64 (skip));
81 CALL_ARG_SV (boolSV (sync));
82 CALL_CALL ("cf::write_uuid", G_DISCARD);
83 CALL_END;
84}
85
86static void
87read_uuid ()
88{
89 char filename[MAX_BUF];
90
91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
94
95 FILE *fp;
96
97 if (!(fp = fopen (filename, "r")))
98 {
99 if (errno == ENOENT)
100 {
101 LOG (llevInfo, "RESET uid to 1\n");
102 UUID::cur.seq = 0;
103 write_uuid (UUID_GAP, true);
104 return;
105 }
106
107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
108 _exit (1);
109 }
110
111 char buf [UUID::MAX_LEN];
112 buf[0] = 0;
113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
116 {
117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
118 _exit (1);
119 }
120
121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
122
123 write_uuid (UUID_GAP, true);
124 fclose (fp);
125}
126
127UUID
128UUID::gen ()
129{
130 UUID uid;
131
132 uid.seq = ++cur.seq;
133
134 if (expect_false (cur.seq >= seq_next_save))
135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
140
141 return uid;
142}
143
144void
145UUID::init ()
146{
147 read_uuid ();
148}
149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
70 214
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
216static bool
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 217compare_ob_value_lists_one (const object *wants, const object *has)
73 key_value * wants_field; 218{
74
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
78 */ 222 */
79 223
80 /* For each field in wants, */ 224 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
82 key_value * has_field; 226 if (has->kv_get (kv->key) != kv->value)
83 227 return false;
84 /* Look for a field in has with the same key. */ 228
85 has_field = get_ob_key_link(has, wants_field->key);
86
87 if (has_field == NULL) {
88 /* No field with that name. */
89 return FALSE;
90 }
91
92 /* Found the matching field. */
93 if (has_field->value != wants_field->value) {
94 /* Values don't match, so this half of the comparison is false. */
95 return FALSE;
96 }
97
98 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100
101 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 230 return true;
103} 231}
104 232
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
234static bool
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 235compare_ob_value_lists (const object *ob1, const object *ob2)
236{
107 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
109 */ 239 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
111} 242}
112 243
113/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 245 * they can be merged together.
115 * 246 *
116 * Note that this function appears a lot longer than the macro it 247 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 248 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 249 * reduce this to the same efficiency.
119 * 250 *
120 * Check nrof variable *before* calling CAN_MERGE() 251 * Check nrof variable *before* calling can_merge()
121 * 252 *
122 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
123 * check weight 254 * check weight
124 */ 255 */
125 256bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 257{
127
128 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 259 if (ob1 == ob2
260 || ob1->type != ob2->type
261 || ob1->value != ob2->value
262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
264 return 0;
130 265
131 if (ob1->speed != ob2->speed) return 0; 266 /* Do not merge objects if nrof would overflow, assume nrof
267 * is always 0 .. 2**31-1 */
268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
269 return 0;
270
271 /* If the objects have been identified, set the BEEN_APPLIED flag.
272 * This is to the comparison of the flags below will be OK. We
273 * just can't ignore the been applied or identified flags, as they
274 * are not equal - just if it has been identified, the been_applied
275 * flags lose any meaning.
276 */
277 if (ob1->flag [FLAG_IDENTIFIED])
278 ob1->set_flag (FLAG_BEEN_APPLIED);
279
280 if (ob2->flag [FLAG_IDENTIFIED])
281 ob2->set_flag (FLAG_BEEN_APPLIED);
282
283 if (ob1->arch->archname != ob2->arch->archname
284 || ob1->name != ob2->name
285 || ob1->title != ob2->title
286 || ob1->msg != ob2->msg
287 || ob1->weight != ob2->weight
288 || ob1->attacktype != ob2->attacktype
289 || ob1->magic != ob2->magic
290 || ob1->slaying != ob2->slaying
291 || ob1->skill != ob2->skill
292 || ob1->value != ob2->value
293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
295 || ob1->client_type != ob2->client_type
296 || ob1->material != ob2->material
297 || ob1->lore != ob2->lore
298 || ob1->subtype != ob2->subtype
299 || ob1->move_type != ob2->move_type
300 || ob1->move_block != ob2->move_block
301 || ob1->move_allow != ob2->move_allow
302 || ob1->move_on != ob2->move_on
303 || ob1->move_off != ob2->move_off
304 || ob1->move_slow != ob2->move_slow
305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
308 return 0;
309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
316 /* This is really a spellbook check - we should in general
317 * not merge objects with real inventories, as splitting them
318 * is hard.
319 */
320 if (ob1->inv || ob2->inv)
321 {
322 if (!(ob1->inv && ob2->inv))
323 return 0; /* inventories differ in length */
324
325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
328 if (!object::can_merge (ob1->inv, ob2->inv))
329 return 0; /* inventory objects differ */
330
331 /* inventory ok - still need to check rest of this object to see
332 * if it is valid.
333 */
334 }
335
336 /* Don't merge objects that are applied. With the new 'body' code,
337 * it is possible for most any character to have more than one of
338 * some items equipped, and we don't want those to merge.
339 */
340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
341 return 0;
342
132 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
133 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
134 * check? 345 * check?
135 */ 346 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
137 return 0;
138
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof).
142 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31)
144 return 0;
145
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning.
166 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED);
169
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED);
172
173
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
175 * being locked in inventory should prevent merging.
176 * 0x4 in flags3 is CLIENT_SENT
177 */
178 if ((ob1->arch != ob2->arch) ||
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) ||
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) ||
189 (ob1->attacktype != ob2->attacktype) ||
190 (ob1->magic != ob2->magic) ||
191 (ob1->slaying != ob2->slaying) ||
192 (ob1->skill != ob2->skill) ||
193 (ob1->value != ob2->value) ||
194 (ob1->animation_id != ob2->animation_id) ||
195 (ob1->client_type != ob2->client_type) ||
196 (ob1->materialname != ob2->materialname) ||
197 (ob1->lore != ob2->lore) ||
198 (ob1->subtype != ob2->subtype) ||
199 (ob1->move_type != ob2->move_type) ||
200 (ob1->move_block != ob2->move_block) ||
201 (ob1->move_allow != ob2->move_allow) ||
202 (ob1->move_on != ob2->move_on) ||
203 (ob1->move_off != ob2->move_off) ||
204 (ob1->move_slow != ob2->move_slow) ||
205 (ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 348 return 0;
208 349
209 /* Don't merge objects that are applied. With the new 'body' code,
210 * it is possible for most any character to have more than one of
211 * some items equipped, and we don't want those to merge.
212 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED))
214 return 0;
215
216 switch (ob1->type) { 350 switch (ob1->type)
351 {
217 case SCROLL: 352 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 353 if (ob1->level != ob2->level)
354 return 0;
219 break; 355 break;
220
221 } 356 }
357
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 358 if (ob1->key_values || ob2->key_values)
359 {
223 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 361 if ((!ob1->key_values) != (!ob2->key_values))
225 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
365 return 0;
366 }
367
368 if (ob1->self || ob2->self)
369 {
370 ob1->optimise ();
371 ob2->optimise ();
372
373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
226 return 0; 379 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
228 return 0; 385 return 0;
229 } 386 }
230 } 387 }
231 388
232 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
233 return 1; 390 return 1;
234} 391}
235 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
236/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying)
451 - weight_adjust_for (op, op->carrying - weight);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
237 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
239 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
240 */ 470 */
241signed long sum_weight(object *op) { 471void
242 signed long sum; 472object::update_weight ()
243 object *inv; 473{
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 474 sint32 sum = 0;
475
476 for (object *op = inv; op; op = op->below)
477 {
245 if (inv->inv) 478 if (op->inv)
246 sum_weight(inv); 479 op->update_weight ();
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
248 } 482 }
249 if (op->type == CONTAINER && op->stats.Str) 483
250 sum = (sum * (100 - op->stats.Str))/100; 484 sum = weight_adjust_for (this, sum);
251 if(op->carrying != sum) 485
486 if (sum != carrying)
487 {
252 op->carrying = sum; 488 carrying = sum;
253 return sum;
254}
255 489
490 if (object *pl = visible_to ())
491 if (pl != this) // player is handled lazily
492 esrv_update_item (UPD_WEIGHT, pl, this);
493 }
494}
495
256/** 496/*
257 * Return the outermost environment object for a given object. 497 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
258 */ 498 */
259 499char *
260object *object_get_env_recursive (object *op) {
261 while (op->env != NULL)
262 op = op->env;
263 return op;
264}
265
266/*
267 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
268 * a better check. We basically keeping traversing up until we can't
269 * or find a player.
270 */
271
272object *is_player_inv (object *op) {
273 for (;op!=NULL&&op->type!=PLAYER; op=op->env)
274 if (op->env==op)
275 op->env = NULL;
276 return op;
277}
278
279/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array.
283 */
284
285void dump_object2(object *op) {
286 char *cp;
287/* object *tmp;*/
288
289 if(op->arch!=NULL) {
290 strcat(errmsg,"arch ");
291 strcat(errmsg,op->arch->name?op->arch->name:"(null)");
292 strcat(errmsg,"\n");
293 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
294 strcat(errmsg,cp);
295#if 0
296 /* Don't dump player diffs - they are too long, mostly meaningless, and
297 * will overflow the buffer.
298 * Changed so that we don't dump inventory either. This may
299 * also overflow the buffer.
300 */
301 if(op->type!=PLAYER && (cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
302 strcat(errmsg,cp);
303 for (tmp=op->inv; tmp; tmp=tmp->below)
304 dump_object2(tmp);
305#endif
306 strcat(errmsg,"end\n");
307 } else {
308 strcat(errmsg,"Object ");
309 if (op->name==NULL) strcat(errmsg, "(null)");
310 else strcat(errmsg,op->name);
311 strcat(errmsg,"\n");
312#if 0
313 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
314 strcat(errmsg,cp);
315 for (tmp=op->inv; tmp; tmp=tmp->below)
316 dump_object2(tmp);
317#endif
318 strcat(errmsg,"end\n");
319 }
320}
321
322/*
323 * Dumps an object. Returns output in the static global errmsg array.
324 */
325
326void dump_object(object *op) { 500dump_object (object *op)
327 if(op==NULL) {
328 strcpy(errmsg,"[NULL pointer]");
329 return;
330 }
331 errmsg[0]='\0';
332 dump_object2(op);
333}
334
335/* GROS - Dumps an object. Return the result into a string */
336/* Note that no checking is done for the validity of the target string, so */
337/* you need to be sure that you allocated enough space for it. */
338void dump_me(object *op, char *outstr)
339{ 501{
340 char *cp; 502 if (!op)
503 return strdup ("[NULLOBJ]");
341 504
342 if(op==NULL) 505 object_freezer freezer;
343 { 506 op->write (freezer);
344 strcpy(outstr,"[NULL pointer]"); 507 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368} 508}
369 509
370/* 510char *
371 * This is really verbose...Can be triggered by the P key while in DM mode. 511object::as_string ()
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode) 512{
373 */ 513 return dump_object (this);
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381}
382
383/*
384 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned.
387 */
388
389object *get_nearest_part(object *op, const object *pl) {
390 object *tmp,*closest;
391 int last_dist,i;
392 if(op->more==NULL)
393 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more)
395 if((i=distance(tmp,pl))<last_dist)
396 closest=tmp,last_dist=i;
397 return closest;
398} 514}
399 515
400/* 516/*
401 * Returns the object which has the count-variable equal to the argument. 517 * Returns the object which has the count-variable equal to the argument.
518 * VERRRY slow.
402 */ 519 */
403 520object *
404object *find_object(tag_t i) { 521find_object (tag_t i)
405 object *op; 522{
406 for(op=objects;op!=NULL;op=op->next) 523 for_all_objects (op)
407 if(op->count==i) 524 if (op->count == i)
408 break;
409 return op; 525 return op;
526
527 return 0;
528}
529
530/*
531 * Returns the object which has the uuid equal to the argument.
532 * MOAR VERRRY slow.
533 */
534
535object *
536find_object_uuid (UUID i)
537{
538 for_all_objects (op)
539 if (op->uuid == i)
540 return op;
541
542 return 0;
410} 543}
411 544
412/* 545/*
413 * Returns the first object which has a name equal to the argument. 546 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 547 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 548 * Enables features like "patch <name-of-other-player> food 999"
416 */ 549 */
417 550object *
418object *find_object_name(const char *str) { 551find_object_name (const char *str)
419 const char *name=add_string(str); 552{
420 object *op; 553 shstr_cmp str_ (str);
421 for(op=objects;op!=NULL;op=op->next) 554
422 if(op->name==name) 555 if (str_)
423 break; 556 for_all_objects (op)
424 free_string(name); 557 if (op->name == str_)
558 return op;
559
425 return op; 560 return 0;
426} 561}
427
428void free_all_object_data(void) {
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{
470 if (!op) return;
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477}
478
479
480 562
481/* 563/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 564 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 565 * skill and experience objects.
484 */ 566 * ACTUALLY NO! investigate! TODO
485void set_owner (object *op, object *owner)
486{
487 if(owner==NULL||op==NULL)
488 return;
489
490 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop
492 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts
495 * didn't match, this check is valid and I believe that cause is valid.
496 */
497 while (owner->owner && owner!=owner->owner &&
498 owner->ownercount==owner->owner->count) owner=owner->owner;
499
500 /* IF the owner still has an owner, we did not resolve to a final owner.
501 * so lets not add to that.
502 */
503 if (owner->owner) return;
504
505 op->owner=owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510}
511
512/* Set the owner to clone's current owner and set the skill and experience
513 * objects to clone's objects (typically those objects that where the owner's
514 * current skill and experience objects at the time when clone's owner was
515 * set - not the owner's current skill and experience objects).
516 *
517 * Use this function if player created an object (e.g. fire bullet, swarm
518 * spell), and this object creates further objects whose kills should be
519 * accounted for the player's original skill, even if player has changed
520 * skills meanwhile.
521 */
522void copy_owner (object *op, object *clone)
523{
524 object *owner = get_owner (clone);
525 if (owner == NULL) {
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */ 567 */
529 if (clone->type == PLAYER) owner=clone; 568void
530 else return; 569object::set_owner (object *owner)
570{
571 // allow objects which own objects
572 if (owner)
573 while (owner->owner)
574 owner = owner->owner;
575
576 if (flag [FLAG_FREED])
531 } 577 {
532 set_owner(op, owner); 578 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
579 return;
580 }
533 581
534} 582 this->owner = owner;
535
536/*
537 * Resets vital variables in an object
538 */
539
540void reset_object(object *op) {
541
542 op->name = NULL;
543 op->name_pl = NULL;
544 op->title = NULL;
545 op->race = NULL;
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 op->current_weapon_script = NULL;
552 clear_object(op);
553} 583}
554 584
555/* Zero the key_values on op, decrementing the shared-string 585/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 586 * refcounts and freeing the links.
557 */ 587 */
588static void
558static void free_key_values(object * op) { 589free_key_values (object *op)
559 key_value * i; 590{
560 key_value * next = NULL; 591 for (key_value *i = op->key_values; i; )
561 592 {
562 if (op->key_values == NULL) return; 593 key_value *next = i->next;
594 delete i;
595
596 i = next;
563 597 }
564 for (i = op->key_values; i != NULL; i = next) { 598
565 /* Store next *first*. */
566 next = i->next;
567
568 if (i->key) FREE_AND_CLEAR_STR(i->key);
569 if (i->value) FREE_AND_CLEAR_STR(i->value);
570 i->next = NULL;
571 free(i);
572 }
573
574 op->key_values = NULL; 599 op->key_values = 0;
575} 600}
576 601
577
578/* 602/*
579 * clear_object() frees everything allocated by an object, and also
580 * clears all variables and flags to default settings.
581 */
582
583void clear_object(object *op) {
584 op->clear ();
585
586 event *evt;
587 event *evt2;
588
589 /* redo this to be simpler/more efficient. Was also seeing
590 * crashes in the old code. Move this to the top - am
591 * seeing periodic crashes in this code, and would like to have
592 * as much info available as possible (eg, object name).
593 */
594 for (evt = op->events; evt; evt=evt2) {
595 evt2 = evt->next;
596
597 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
598 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
599 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
600
601 free(evt);
602 }
603 op->events = NULL;
604
605 free_key_values(op);
606
607 /* the memset will clear all these values for us, but we need
608 * to reduce the refcount on them.
609 */
610 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
611 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
612 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
613 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
614 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
615 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
616 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
617 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
618 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
619
620
621 memset((void*)op, 0, sizeof (object_special));
622 /* Below here, we clear things that are not done by the memset,
623 * or set default values that are not zero.
624 */
625 /* This is more or less true */
626 SET_FLAG(op, FLAG_REMOVED);
627
628
629 op->contr = NULL;
630 op->below=NULL;
631 op->above=NULL;
632 op->inv=NULL;
633 op->events=NULL;
634 op->container=NULL;
635 op->env=NULL;
636 op->more=NULL;
637 op->head=NULL;
638 op->map=NULL;
639 op->refcount=0;
640 op->active_next = NULL;
641 op->active_prev = NULL;
642 /* What is not cleared is next, prev, and count */
643
644 op->expmul=1.0;
645 op->face = blank_face;
646 op->attacked_by_count = (tag_t) -1;
647 if (settings.casting_time)
648 op->casting_time = -1;
649
650}
651
652/*
653 * copy object first frees everything allocated by the second object, 603 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 604 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 605 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 606 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
657 * if the first object is freed, the pointers in the new object 607 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 608 * will point at garbage.
659 */ 609 */
610void
611object::copy_to (object *dst)
612{
613 dst->remove ();
614 *(object_copy *)dst = *this;
615 dst->flag [FLAG_REMOVED] = true;
660 616
661void copy_object(object *op2, object *op) {
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED);
663 event *evt, *evt2, *evt_new;
664
665 op->clear ();
666
667 /* Decrement the refcounts, but don't bother zeroing the fields;
668 they'll be overwritten by memcpy. */
669 if(op->name!=NULL) free_string(op->name);
670 if(op->name_pl!=NULL) free_string(op->name_pl);
671 if(op->title!=NULL) free_string(op->title);
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679
680 /* Basically, same code as from clear_object() */
681 for (evt = op->events; evt; evt=evt2) {
682 evt2 = evt->next;
683
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op2->clone (op);
696
697 if(is_freed) SET_FLAG(op,FLAG_FREED);
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699 if(op->name!=NULL) add_refcount(op->name);
700 if(op->name_pl!=NULL) add_refcount(op->name_pl);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709
710 if((op2->speed<0) && !editor)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
712
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */ 617 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) { 618 if (key_values)
736 key_value * tail = NULL; 619 {
737 key_value * i; 620 key_value *tail = 0;
621 dst->key_values = 0;
738 622
739 op->key_values = NULL; 623 for (key_value *i = key_values; i; i = i->next)
624 {
625 key_value *new_link = new key_value;
740 626
741 for (i = op2->key_values; i != NULL; i = i->next) {
742 key_value * new_link = (key_value *) malloc(sizeof(key_value));
743
744 new_link->next = NULL; 627 new_link->next = 0;
745 new_link->key = add_refcount(i->key); 628 new_link->key = i->key;
746 if (i->value) 629 new_link->value = i->value;
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750 630
751 /* Try and be clever here, too. */ 631 /* Try and be clever here, too. */
752 if (op->key_values == NULL) { 632 if (!dst->key_values)
753 op->key_values = new_link; 633 {
754 tail = new_link; 634 dst->key_values = new_link;
755 } else { 635 tail = new_link;
756 tail->next = new_link; 636 }
757 tail = new_link; 637 else
638 {
639 tail->next = new_link;
640 tail = new_link;
641 }
642 }
758 } 643 }
759 }
760 }
761 644
762 update_ob_speed(op); 645 dst->activate ();
763} 646}
764 647
765/* 648void
766 * expand_objects() allocates more objects for the list of unused objects. 649object::instantiate ()
767 * It is called from get_object() if the unused list is empty. 650{
768 */ 651 if (!uuid.seq) // HACK
652 uuid = UUID::gen ();
769 653
770void expand_objects(void) { 654 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
771 int i; 655 if (flag [FLAG_RANDOM_SPEED] && speed)
772 object *obj; 656 speed_left = - speed - rndm (); // TODO animation
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object)); 657 else
658 speed_left = -1.;
774 659
775 if(obj==NULL) 660 /* copy the body_info to the body_used - this is only really
776 fatal(OUT_OF_MEMORY); 661 * need for monsters, but doesn't hurt to do it for everything.
777 free_objects=obj; 662 * by doing so, when a monster is created, it has good starting
778 obj[0].prev=NULL; 663 * values for the body_used info, so when items are created
779 obj[0].next= &obj[1], 664 * for it, they can be properly equipped.
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796}
797
798/*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804object *get_object(void) {
805 object *op;
806
807 if(free_objects==NULL) {
808 expand_objects();
809 }
810 op=free_objects;
811#ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */ 665 */
816 op = realloc(op, sizeof(object)); 666 for (int i = NUM_BODY_LOCATIONS; i--; )
817 SET_FLAG(op, FLAG_REMOVED); 667 slot[i].used = slot[i].info;
818 SET_FLAG(op, FLAG_FREED);
819#endif
820 668
821 if(!QUERY_FLAG(op,FLAG_FREED)) { 669 attachable::instantiate ();
822 LOG(llevError,"Fatal: Getting busy object.\n"); 670}
823 } 671
824 free_objects=op->next; 672object *
825 if(free_objects!=NULL) 673object::clone ()
826 free_objects->prev=NULL; 674{
827 op->count= ++ob_count; 675 object *neu = create ();
828 op->name=NULL; 676 copy_to (neu);
829 op->name_pl=NULL; 677
830 op->title=NULL; 678 // TODO: unclean state changes, should not be done in clone AND instantiate
831 op->race=NULL; 679 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
832 op->slaying=NULL; 680 neu->speed_left = - neu->speed - rndm (); // TODO animation
833 op->skill = NULL; 681
834 op->lore=NULL; 682 neu->map = map; // not copied by copy_to
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op; 683 return neu;
848} 684}
849 685
850/* 686/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 687 * If an object with the IS_TURNABLE() flag needs to be turned due
852 * to the closest player being on the other side, this function can 688 * to the closest player being on the other side, this function can
853 * be called to update the face variable, _and_ how it looks on the map. 689 * be called to update the face variable, _and_ how it looks on the map.
854 */ 690 */
855 691void
856void update_turn_face(object *op) { 692update_turn_face (object *op)
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 693{
858 return; 694 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
695 return;
696
859 SET_ANIMATION(op, op->direction); 697 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 698 update_object (op, UP_OBJ_FACE);
861} 699}
862 700
863/* 701/*
864 * Updates the speed of an object. If the speed changes from 0 to another 702 * Updates the speed of an object. If the speed changes from 0 to another
865 * value, or vice versa, then add/remove the object from the active list. 703 * value, or vice versa, then add/remove the object from the active list.
866 * This function needs to be called whenever the speed of an object changes. 704 * This function needs to be called whenever the speed of an object changes.
867 */ 705 */
706void
707object::set_speed (float speed)
708{
709 this->speed = speed;
868 710
869void update_ob_speed(object *op) { 711 if (has_active_speed ())
870 extern int arch_init; 712 activate ();
871
872 /* No reason putting the archetypes objects on the speed list,
873 * since they never really need to be updated.
874 */
875
876 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
877 LOG(llevError,"Object %s is freed but has speed.\n", op->name);
878#ifdef MANY_CORES
879 abort();
880#else
881 op->speed = 0;
882#endif
883 }
884 if (arch_init) {
885 return;
886 }
887 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
888 /* If already on active list, don't do anything */
889 if (op->active_next || op->active_prev || op==active_objects)
890 return;
891
892 /* process_events() expects us to insert the object at the beginning
893 * of the list. */
894 op->active_next = active_objects;
895 if (op->active_next!=NULL)
896 op->active_next->active_prev = op;
897 active_objects = op;
898 }
899 else { 713 else
900 /* If not on the active list, nothing needs to be done */ 714 deactivate ();
901 if (!op->active_next && !op->active_prev && op!=active_objects)
902 return;
903
904 if (op->active_prev==NULL) {
905 active_objects = op->active_next;
906 if (op->active_next!=NULL)
907 op->active_next->active_prev = NULL;
908 }
909 else {
910 op->active_prev->active_next = op->active_next;
911 if (op->active_next)
912 op->active_next->active_prev = op->active_prev;
913 }
914 op->active_next = NULL;
915 op->active_prev = NULL;
916 }
917} 715}
918 716
919/* This function removes object 'op' from the list of active
920 * objects.
921 * This should only be used for style maps or other such
922 * reference maps where you don't want an object that isn't
923 * in play chewing up cpu time getting processed.
924 * The reverse of this is to call update_ob_speed, which
925 * will do the right thing based on the speed of the object.
926 */
927void remove_from_active_list(object *op)
928{
929 /* If not on the active list, nothing needs to be done */
930 if (!op->active_next && !op->active_prev && op!=active_objects)
931 return;
932
933 if (op->active_prev==NULL) {
934 active_objects = op->active_next;
935 if (op->active_next!=NULL)
936 op->active_next->active_prev = NULL;
937 }
938 else {
939 op->active_prev->active_next = op->active_next;
940 if (op->active_next)
941 op->active_next->active_prev = op->active_prev;
942 }
943 op->active_next = NULL;
944 op->active_prev = NULL;
945}
946
947/* 717/*
948 * update_object() updates the array which represents the map. 718 * update_object() updates the the map.
949 * It takes into account invisible objects (and represent squares covered 719 * It takes into account invisible objects (and represent squares covered
950 * by invisible objects by whatever is below them (unless it's another 720 * by invisible objects by whatever is below them (unless it's another
951 * invisible object, etc...) 721 * invisible object, etc...)
952 * If the object being updated is beneath a player, the look-window 722 * If the object being updated is beneath a player, the look-window
953 * of that player is updated (this might be a suboptimal way of 723 * of that player is updated (this might be a suboptimal way of
954 * updating that window, though, since update_object() is called _often_) 724 * updating that window, though, since update_object() is called _often_)
955 * 725 *
956 * action is a hint of what the caller believes need to be done. 726 * action is a hint of what the caller believes need to be done.
957 * For example, if the only thing that has changed is the face (due to
958 * an animation), we don't need to call update_position until that actually
959 * comes into view of a player. OTOH, many other things, like addition/removal
960 * of walls or living creatures may need us to update the flags now.
961 * current action are: 727 * current action are:
962 * UP_OBJ_INSERT: op was inserted 728 * UP_OBJ_INSERT: op was inserted
963 * UP_OBJ_REMOVE: op was removed 729 * UP_OBJ_REMOVE: op was removed
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 730 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
965 * as that is easier than trying to look at what may have changed. 731 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 732 * UP_OBJ_FACE: only the objects face has changed.
967 */ 733 */
968 734void
969void update_object(object *op, int action) { 735update_object (object *op, int action)
970 int update_now=0, flags; 736{
971 MoveType move_on, move_off, move_block, move_slow; 737 if (!op)
972 738 {
973 if (op == NULL) {
974 /* this should never happen */ 739 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 740 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
976 return; 741 return;
977 }
978 742 }
979 if(op->env!=NULL) { 743
744 if (!op->is_on_map ())
745 {
980 /* Animation is currently handled by client, so nothing 746 /* Animation is currently handled by client, so nothing
981 * to do in this case. 747 * to do in this case.
982 */
983 return;
984 }
985
986 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways.
988 */ 748 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 749 return;
990 750 }
751
991 /* make sure the object is within map boundaries */ 752 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 753 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
993 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 754 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 755 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 756#ifdef MANY_CORES
996 abort(); 757 abort ();
997#endif 758#endif
998 return; 759 return;
999 }
1000 760 }
1001 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1002 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1003 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1004 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1005 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1006 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1007 761
762 mapspace &m = op->ms ();
763
764 if (!(m.flags_ & P_UPTODATE))
765 /* nop */;
1008 if (action == UP_OBJ_INSERT) { 766 else if (action == UP_OBJ_INSERT)
767 {
768#if 0
769 // this is likely overkill, TODO: revisit (schmorp)
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 770 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
1010 update_now=1; 771 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
1011 772 || (op->is_player () && !(m.flags_ & P_PLAYER))
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 773 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
1013 update_now=1; 774 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
1014 775 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 776 || (m.move_on | op->move_on ) != m.move_on
1016 update_now=1; 777 || (m.move_off | op->move_off ) != m.move_off
1017 778 || (m.move_slow | op->move_slow) != m.move_slow
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
1019 update_now=1;
1020
1021 if ((move_on | op->move_on) != move_on) update_now=1;
1022 if ((move_off | op->move_off) != move_off) update_now=1;
1023 /* This isn't perfect, but I don't expect a lot of objects to 779 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 780 * have move_allow right now.
1025 */ 781 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 782 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1027 update_now=1; 783 m.invalidate ();
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 784#else
785 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
786 m.invalidate ();
787#endif
1029 } 788 }
1030 /* if the object is being removed, we can't make intelligent 789 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 790 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 791 * that is being removed.
1033 */ 792 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 793 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 794 m.invalidate ();
1036 } else if (action == UP_OBJ_FACE) { 795 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 796 /* Nothing to do for that case */ ;
1038 }
1039 else { 797 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 798 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 799
1043 if (update_now) {
1044 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1045 update_position(op->map, op->x, op->y);
1046 }
1047
1048 if(op->more!=NULL) 800 if (op->more)
1049 update_object(op->more, action); 801 update_object (op->more, action);
1050} 802}
1051 803
804object::object ()
805{
806 this->set_flag (FLAG_REMOVED);
1052 807
1053/* 808 //expmul = 1.0; declared const for the time being
1054 * free_object() frees everything allocated by an object, removes 809 face = blank_face;
1055 * it from the list of used objects, and puts it on the list of 810 material = MATERIAL_NULL;
1056 * free objects. The IS_FREED() flag is set in the object.
1057 * The object must have been removed by remove_ob() first for
1058 * this function to succeed.
1059 *
1060 * If free_inventory is set, free inventory as well. Else drop items in
1061 * inventory to the ground.
1062 */
1063
1064void free_object(object *ob) {
1065 free_object2(ob, 0);
1066} 811}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069 812
1070 ob->clear (); 813object::~object ()
814{
815 unlink ();
1071 816
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 817 free_key_values (this);
1073 LOG(llevDebug,"Free object called with non removed object\n"); 818}
1074 dump_object(ob); 819
1075#ifdef MANY_CORES 820void object::link ()
1076 abort(); 821{
1077#endif 822 assert (!index);//D
823 uuid = UUID::gen ();
824
825 refcnt_inc ();
826 objects.insert (this);
827
828 ++create_count;
829
830}
831
832void object::unlink ()
833{
834 if (!index)
835 return;
836
837 ++destroy_count;
838
839 objects.erase (this);
840 refcnt_dec ();
841}
842
843void
844object::activate ()
845{
846 /* If already on active list, don't do anything */
847 if (active)
848 return;
849
850 if (has_active_speed ())
1078 } 851 {
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 852 if (flag [FLAG_FREED])
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 853 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
1081 remove_friendly_object(ob); 854
855 actives.insert (this);
856 }
857}
858
859void
860object::activate_recursive ()
861{
862 activate ();
863
864 for (object *op = inv; op; op = op->below)
865 op->activate_recursive ();
866}
867
868/* This function removes object 'op' from the list of active
869 * objects.
870 * This should only be used for style maps or other such
871 * reference maps where you don't want an object that isn't
872 * in play chewing up cpu time getting processed.
873 * The reverse of this is to call update_ob_speed, which
874 * will do the right thing based on the speed of the object.
875 */
876void
877object::deactivate ()
878{
879 /* If not on the active list, nothing needs to be done */
880 if (!active)
881 return;
882
883 actives.erase (this);
884}
885
886void
887object::deactivate_recursive ()
888{
889 for (object *op = inv; op; op = op->below)
890 op->deactivate_recursive ();
891
892 deactivate ();
893}
894
895void
896object::set_flag_inv (int flag, int value)
897{
898 for (object *op = inv; op; op = op->below)
1082 } 899 {
1083 if(QUERY_FLAG(ob,FLAG_FREED)) { 900 op->flag [flag] = value;
1084 dump_object(ob); 901 op->set_flag_inv (flag, value);
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg);
1086 return;
1087 } 902 }
1088 if(ob->more!=NULL) { 903}
1089 free_object2(ob->more, free_inventory); 904
1090 ob->more=NULL; 905/*
1091 } 906 * Remove and free all objects in the inventory of the given object.
1092 if (ob->inv) { 907 * object.c ?
908 */
909void
910object::destroy_inv (bool drop_to_ground)
911{
912 // need to check first, because the checks below might segfault
913 // as we might be on an invalid mapspace and crossfire code
914 // is too buggy to ensure that the inventory is empty.
915 // corollary: if you create arrows etc. with stuff in its inventory,
916 // cf will crash below with off-map x and y
917 if (!inv)
918 return;
919
1093 /* Only if the space blocks everything do we not process - 920 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects 921 * if some form of movement is allowed, let objects
1095 * drop on that space. 922 * drop on that space.
1096 */ 923 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 924 if (!drop_to_ground
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 925 || !map
1099 { 926 || map->in_memory != MAP_ACTIVE
1100 op=ob->inv; 927 || map->no_drop
1101 while(op!=NULL) { 928 || ms ().move_block == MOVE_ALL)
1102 tmp=op->below; 929 {
1103 remove_ob(op); 930 while (inv)
1104 free_object2(op, free_inventory); 931 inv->destroy ();
1105 op=tmp;
1106 } 932 }
1107 } 933 else
1108 else { /* Put objects in inventory onto this space */ 934 { /* Put objects in inventory onto this space */
1109 op=ob->inv; 935 while (inv)
1110 while(op!=NULL) { 936 {
1111 tmp=op->below; 937 object *op = inv;
1112 remove_ob(op); 938
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 939 if (op->flag [FLAG_STARTEQUIP]
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 940 || op->flag [FLAG_NO_DROP]
1115 free_object(op); 941 || op->type == RUNE
1116 else { 942 || op->type == TRAP
1117 op->x=ob->x; 943 || op->flag [FLAG_IS_A_TEMPLATE]
1118 op->y=ob->y; 944 || op->flag [FLAG_DESTROY_ON_DEATH])
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 945 op->destroy ();
1120 } 946 else
1121 op=tmp; 947 map->insert (op, x, y);
948 }
1122 } 949 }
1123 } 950}
1124 }
1125 /* Remove object from the active list */
1126 ob->speed = 0;
1127 update_ob_speed(ob);
1128 951
1129 SET_FLAG(ob, FLAG_FREED); 952/*
1130 ob->count = 0; 953 * Remove and free all objects in the inventory of the given object.
1131 954 * Unlike destroy_inv, this assumes the *this is destroyed as well
1132 /* Remove this object from the list of used objects */ 955 * well, so we can (and have to!) take shortcuts.
1133 if(ob->prev==NULL) { 956 */
1134 objects=ob->next; 957void
1135 if(objects!=NULL) 958object::destroy_inv_fast ()
1136 objects->prev=NULL; 959{
1137 } 960 while (object *op = inv)
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143
1144 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1145 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1146 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1147 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1148 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1149 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1150 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1151 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1152 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1153
1154 961 {
1155 /* Why aren't events freed? */ 962 // remove from object the fast way
1156 free_key_values(ob); 963 op->flag [FLAG_REMOVED] = true;
964 op->env = 0;
965 if ((inv = inv->below))
966 inv->above = 0;
1157 967
1158#if 0 /* MEMORY_DEBUG*/ 968 // then destroy
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 969 op->destroy ();
1160 * presumes the freed_object will stick around for at least a little 970 }
1161 * bit
1162 */
1163 /* this is necessary so that memory debugging programs will
1164 * be able to accurately report source of malloc. If we recycle
1165 * objects, then some other area may be doing the get_object
1166 * and not freeing it, but the original one that malloc'd the
1167 * object will get the blame.
1168 */
1169 free(ob);
1170#else
1171
1172 /* Now link it with the free_objects list: */
1173 ob->prev=NULL;
1174 ob->next=free_objects;
1175 if(free_objects!=NULL)
1176 free_objects->prev=ob;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179#endif
1180} 971}
1181 972
1182/* 973void
1183 * count_free() returns the number of objects on the list of free objects. 974object::freelist_free (int count)
1184 */ 975{
976 while (count-- && freelist)
977 {
978 freelist_item *next = freelist->next;
979 // count is being "destroyed"
1185 980
1186int count_free(void) { 981 sfree ((char *)freelist, sizeof (object));
1187 int i=0; 982
1188 object *tmp=free_objects; 983 freelist = next;
1189 while(tmp!=NULL) 984 --free_count;
1190 tmp=tmp->next, i++; 985 }
986}
987
988object *
989object::create ()
990{
991 object *op;
992
993 if (freelist)
994 {
995 freelist_item li = *freelist;
996 memset (freelist, 0, sizeof (object));
997
998 op = new (freelist) object;
999 op->count = li.count;
1000
1001 freelist = li.next;
1002 --free_count;
1003 }
1004 else
1005 {
1006 void *ni = salloc0<char> (sizeof (object));
1007
1008 op = new(ni) object;
1009
1010 op->count = ++object_count;
1011 }
1012
1013 op->link ();
1014
1191 return i; 1015 return op;
1192} 1016}
1193 1017
1194/* 1018void
1195 * count_used() returns the number of objects on the list of used objects. 1019object::do_delete ()
1196 */ 1020{
1021 uint32_t count = this->count;
1197 1022
1198int count_used(void) { 1023 this->~object ();
1199 int i=0;
1200 object *tmp=objects;
1201 while(tmp!=NULL)
1202 tmp=tmp->next, i++;
1203 return i;
1204}
1205 1024
1206/* 1025 freelist_item *li = (freelist_item *)this;
1207 * count_active() returns the number of objects on the list of active objects. 1026 li->next = freelist;
1208 */ 1027 li->count = count;
1209 1028
1210int count_active(void) { 1029 freelist = li;
1211 int i=0; 1030 ++free_count;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216} 1031}
1217 1032
1218/* 1033static struct freed_map : maptile
1219 * sub_weight() recursively (outwards) subtracts a number from the 1034{
1220 * weight of an object (and what is carried by it's environment(s)). 1035 freed_map ()
1221 */ 1036 {
1037 path = "<freed objects map>";
1038 name = "/internal/freed_objects_map";
1039 width = 3;
1040 height = 3;
1041 no_drop = 1;
1042 no_reset = 1;
1222 1043
1223void sub_weight (object *op, signed long weight) { 1044 alloc ();
1224 while (op != NULL) { 1045 in_memory = MAP_ACTIVE;
1225 if (op->type == CONTAINER) {
1226 weight=(signed long)(weight*(100-op->stats.Str)/100);
1227 }
1228 op->carrying-=weight;
1229 op = op->env;
1230 } 1046 }
1231}
1232 1047
1233/* remove_ob(op): 1048 ~freed_map ()
1049 {
1050 destroy ();
1051 }
1052} freed_map; // freed objects are moved here to avoid crashes
1053
1054void
1055object::do_destroy ()
1056{
1057 if (flag [FLAG_IS_LINKED])
1058 remove_link ();
1059
1060 if (flag [FLAG_FRIENDLY])
1061 remove_friendly_object (this);
1062
1063 remove ();
1064
1065 attachable::do_destroy ();
1066
1067 deactivate ();
1068 unlink ();
1069
1070 flag [FLAG_FREED] = 1;
1071
1072 // hack to ensure that freed objects still have a valid map
1073 map = &freed_map;
1074 x = 1;
1075 y = 1;
1076
1077 if (more)
1078 {
1079 more->destroy ();
1080 more = 0;
1081 }
1082
1083 head = 0;
1084
1085 // clear those pointers that likely might cause circular references
1086 owner = 0;
1087 enemy = 0;
1088 attacked_by = 0;
1089 current_weapon = 0;
1090}
1091
1092void
1093object::destroy ()
1094{
1095 if (destroyed ())
1096 return;
1097
1098 if (!is_head () && !head->destroyed ())
1099 {
1100 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1101 head->destroy ();
1102 return;
1103 }
1104
1105 destroy_inv_fast ();
1106
1107 if (is_head ())
1108 if (sound_destroy)
1109 play_sound (sound_destroy);
1110 else if (flag [FLAG_MONSTER])
1111 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1112
1113 attachable::destroy ();
1114}
1115
1116/* op->remove ():
1234 * This function removes the object op from the linked list of objects 1117 * This function removes the object op from the linked list of objects
1235 * which it is currently tied to. When this function is done, the 1118 * which it is currently tied to. When this function is done, the
1236 * object will have no environment. If the object previously had an 1119 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 1120 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 1121 * the previous environment.
1239 * Beware: This function is called from the editor as well!
1240 */
1241
1242void remove_ob(object *op) {
1243 object *tmp,*last=NULL;
1244 object *otmp;
1245 tag_t tag;
1246 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) {
1252 dump_object(op);
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254
1255 /* Changed it to always dump core in this case. As has been learned
1256 * in the past, trying to recover from errors almost always
1257 * make things worse, and this is a real error here - something
1258 * that should not happen.
1259 * Yes, if this was a mission critical app, trying to do something
1260 * to recover may make sense, but that is because failure of the app
1261 * may have other disastrous problems. Cf runs out of a script
1262 * so is easily enough restarted without any real problems.
1263 * MSW 2001-07-01
1264 */ 1122 */
1265 abort(); 1123void
1266 } 1124object::do_remove ()
1267 if(op->more!=NULL) 1125{
1268 remove_ob(op->more); 1126 if (flag [FLAG_REMOVED])
1127 return;
1269 1128
1270 SET_FLAG(op, FLAG_REMOVED); 1129 INVOKE_OBJECT (REMOVE, this);
1271 1130
1131 flag [FLAG_REMOVED] = true;
1132
1133 if (more)
1134 more->remove ();
1135
1272 /* 1136 /*
1273 * In this case, the object to be removed is in someones 1137 * In this case, the object to be removed is in someones
1274 * inventory. 1138 * inventory.
1275 */ 1139 */
1276 if(op->env!=NULL) { 1140 if (env)
1277 if(op->nrof) 1141 {
1278 sub_weight(op->env, op->weight*op->nrof); 1142 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1279 else 1143 if (object *pl = visible_to ())
1280 sub_weight(op->env, op->weight+op->carrying); 1144 esrv_del_item (pl->contr, count);
1145 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1281 1146
1282 /* NO_FIX_PLAYER is set when a great many changes are being 1147 adjust_weight (env, -total_weight ());
1283 * made to players inventory. If set, avoiding the call
1284 * to save cpu time.
1285 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr &&
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1288 fix_player(otmp);
1289 1148
1290 if(op->above!=NULL) 1149 object *pl = in_player ();
1291 op->above->below=op->below;
1292 else
1293 op->env->inv=op->below;
1294 1150
1295 if(op->below!=NULL)
1296 op->below->above=op->above;
1297
1298 /* we set up values so that it could be inserted into 1151 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 1152 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 1153 * to the caller to decide what we want to do.
1301 */
1302 op->x=op->env->x,op->y=op->env->y;
1303 op->ox=op->x,op->oy=op->y;
1304 op->map=op->env->map;
1305 op->above=NULL,op->below=NULL;
1306 op->env=NULL;
1307 return;
1308 }
1309
1310 /* If we get here, we are removing it from a map */
1311 if (op->map == NULL) return;
1312
1313 x = op->x;
1314 y = op->y;
1315 m = get_map_from_coord(op->map, &x, &y);
1316
1317 if (!m) {
1318 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1319 op->map->path, op->x, op->y);
1320 /* in old days, we used to set x and y to 0 and continue.
1321 * it seems if we get into this case, something is probablye
1322 * screwed up and should be fixed.
1323 */
1324 abort();
1325 }
1326 if (op->map != m) {
1327 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1328 op->map->path, m->path, op->x, op->y, x, y);
1329 }
1330
1331 /* Re did the following section of code - it looks like it had
1332 * lots of logic for things we no longer care about
1333 */ 1154 */
1155 map = env->map;
1156 x = env->x;
1157 y = env->y;
1334 1158
1159 // make sure cmov optimisation is applicable
1160 *(above ? &above->below : &env->inv) = below;
1161 *(below ? &below->above : &above ) = above; // &above is just a dummy
1162
1163 above = 0;
1164 below = 0;
1165 env = 0;
1166
1167 if (pl && pl->is_player ())
1168 {
1169 if (expect_false (pl->contr->combat_ob == this))
1170 {
1171 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1172 pl->contr->combat_ob = 0;
1173 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1174 }
1175
1176 if (expect_false (pl->contr->ranged_ob == this))
1177 {
1178 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1179 pl->contr->ranged_ob = 0;
1180 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1181 }
1182
1183 pl->contr->queue_stats_update ();
1184
1185 if (expect_false (glow_radius) && pl->is_on_map ())
1186 update_all_los (pl->map, pl->x, pl->y);
1187 }
1188 }
1189 else if (map)
1190 {
1191 map->dirty = true;
1192 mapspace &ms = this->ms ();
1193
1194 if (object *pl = ms.player ())
1195 {
1196 if (is_player ())
1197 {
1198 if (!flag [FLAG_WIZPASS])
1199 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1200
1201 // leaving a spot always closes any open container on the ground
1202 if (container && !container->env)
1203 // this causes spurious floorbox updates, but it ensures
1204 // that the CLOSE event is being sent.
1205 close_container ();
1206
1207 --map->players;
1208 map->touch ();
1209 }
1210 else if (pl->container_ () == this)
1211 {
1212 // removing a container should close it
1213 close_container ();
1214 }
1215 else
1216 esrv_del_item (pl->contr, count);
1217 }
1218
1335 /* link the object above us */ 1219 /* link the object above us */
1336 if (op->above) 1220 // re-link, make sure compiler can easily use cmove
1337 op->above->below=op->below; 1221 *(above ? &above->below : &ms.top) = below;
1338 else 1222 *(below ? &below->above : &ms.bot) = above;
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */
1340
1341 /* Relink the object below us, if there is one */
1342 if(op->below) {
1343 op->below->above=op->above;
1344 } else {
1345 /* Nothing below, which means we need to relink map object for this space
1346 * use translated coordinates in case some oddness with map tiling is
1347 * evident
1348 */
1349 if(GET_MAP_OB(m,x,y)!=op) {
1350 dump_object(op);
1351 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg);
1352 dump_object(GET_MAP_OB(m,x,y));
1353 LOG(llevError,"%s\n",errmsg);
1354 }
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1356 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 1223
1224 above = 0;
1225 below = 0;
1226
1227 ms.invalidate ();
1228
1360 if (op->map->in_memory == MAP_SAVING) 1229 if (map->in_memory == MAP_SAVING)
1361 return; 1230 return;
1362 1231
1363 tag = op->count; 1232 int check_walk_off = !flag [FLAG_NO_APPLY];
1364 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY);
1365 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) {
1366 /* No point updating the players look faces if he is the object
1367 * being removed.
1368 */
1369 1233
1370 if(tmp->type==PLAYER && tmp!=op) { 1234 if (object *pl = ms.player ())
1235 {
1236 if (pl->container_ () == this)
1371 /* If a container that the player is currently using somehow gets 1237 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1238 * removed (most likely destroyed), update the player view
1373 * appropriately. 1239 * appropriately.
1374 */ 1240 */
1375 if (tmp->container==op) { 1241 pl->close_container ();
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1242
1377 tmp->container=NULL; 1243 //TODO: the floorbox prev/next might need updating
1244 //esrv_del_item (pl->contr, count);
1245 //TODO: update floorbox to preserve ordering
1246 if (pl->contr->ns)
1247 pl->contr->ns->floorbox_update ();
1248 }
1249
1250 if (check_walk_off)
1251 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1252 {
1253 above = tmp->above;
1254
1255 /* No point updating the players look faces if he is the object
1256 * being removed.
1257 */
1258
1259 /* See if object moving off should effect something */
1260 if ((move_type & tmp->move_off)
1261 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1262 move_apply (tmp, this, 0);
1263 }
1264
1265 if (affects_los ())
1266 update_all_los (map, x, y);
1378 } 1267 }
1379 tmp->contr->socket.update_look=1;
1380 }
1381 /* See if player moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) &&
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) {
1384
1385 move_apply(tmp, op, NULL);
1386 if (was_destroyed (op, tag)) {
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed "
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1393
1394 if(tmp->above == tmp)
1395 tmp->above = NULL;
1396 last=tmp;
1397 }
1398 /* last == NULL of there are no objects on this space */
1399 if (last==NULL) {
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1402 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways.
1404 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y);
1407 }
1408 else
1409 update_object(last, UP_OBJ_REMOVE);
1410
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0))
1412 update_all_los(op->map, op->x, op->y);
1413
1414} 1268}
1415 1269
1416/* 1270/*
1417 * merge_ob(op,top): 1271 * merge_ob(op,top):
1418 * 1272 *
1419 * This function goes through all objects below and including top, and 1273 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1274 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1275 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1276 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1277 */
1424 1278object *
1425object *merge_ob(object *op, object *top) { 1279merge_ob (object *op, object *top)
1280{
1426 if(!op->nrof) 1281 if (!op->nrof)
1427 return 0; 1282 return 0;
1428 if(top==NULL) 1283
1284 if (!top)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1285 for (top = op; top && top->above; top = top->above)
1286 ;
1287
1430 for(;top!=NULL;top=top->below) { 1288 for (; top; top = top->below)
1431 if(top==op) 1289 if (object::can_merge (op, top))
1432 continue;
1433 if (CAN_MERGE(op,top))
1434 { 1290 {
1435 top->nrof+=op->nrof; 1291 top->nrof += op->nrof;
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1292
1437 op->weight = 0; /* Don't want any adjustements now */ 1293 if (object *pl = top->visible_to ())
1438 remove_ob(op); 1294 esrv_update_item (UPD_NROF, pl, top);
1439 free_object(op); 1295
1296 op->weight = 0; // cancel the addition above
1297 op->carrying = 0; // must be 0 already
1298
1299 op->destroy ();
1300
1440 return top; 1301 return top;
1441 } 1302 }
1442 } 1303
1443 return NULL; 1304 return 0;
1444} 1305}
1445 1306
1307void
1308object::expand_tail ()
1309{
1310 if (more)
1311 return;
1312
1313 object *prev = this;
1314
1315 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1316 {
1317 object *op = at->instance ();
1318
1319 op->name = name;
1320 op->name_pl = name_pl;
1321 op->title = title;
1322
1323 op->head = this;
1324 prev->more = op;
1325
1326 prev = op;
1327 }
1328}
1329
1446/* 1330/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1331 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1448 * job preparing multi-part monsters 1332 * job preparing multi-part monsters.
1449 */ 1333 */
1334object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1335insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1451 object* tmp; 1336{
1452 if (op->head) 1337 op->remove ();
1453 op=op->head; 1338
1454 for (tmp=op;tmp;tmp=tmp->more){ 1339 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1340 {
1455 tmp->x=x+tmp->arch->clone.x; 1341 tmp->x = x + tmp->arch->x;
1456 tmp->y=y+tmp->arch->clone.y; 1342 tmp->y = y + tmp->arch->y;
1457 } 1343 }
1344
1458 return insert_ob_in_map (op, m, originator, flag); 1345 return insert_ob_in_map (op, m, originator, flag);
1459} 1346}
1460 1347
1461/* 1348/*
1462 * insert_ob_in_map (op, map, originator, flag): 1349 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1350 * This function inserts the object in the two-way linked list
1473 * Passing 0 for flag gives proper default values, so flag really only needs 1360 * Passing 0 for flag gives proper default values, so flag really only needs
1474 * to be set if special handling is needed. 1361 * to be set if special handling is needed.
1475 * 1362 *
1476 * Return value: 1363 * Return value:
1477 * new object if 'op' was merged with other object 1364 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1365 * NULL if there was an error (destroyed, blocked etc.)
1479 * just 'op' otherwise 1366 * just 'op' otherwise
1480 */ 1367 */
1481 1368object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1369insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1370{
1484 object *tmp, *top, *floor=NULL; 1371 op->remove ();
1485 sint16 x,y;
1486 1372
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1373 if (m == &freed_map)//D TODO: remove soon
1488 LOG (llevError, "Trying to insert freed object!\n"); 1374 {//D
1489 return NULL; 1375 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1490 } 1376 }//D
1491 if(m==NULL) {
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1494 return op;
1495 }
1496 if(out_of_map(m,op->x,op->y)) {
1497 dump_object(op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1499#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object
1501 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted.
1503 */
1504 abort();
1505#endif
1506 return op;
1507 }
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1509 dump_object(op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1511 return op;
1512 }
1513 if(op->more!=NULL) {
1514 /* The part may be on a different map. */
1515 1377
1516 object *more = op->more;
1517
1518 /* We really need the caller to normalize coordinates - if
1519 * we set the map, that doesn't work if the location is within
1520 * a map and this is straddling an edge. So only if coordinate
1521 * is clear wrong do we normalize it.
1522 */
1523 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1524 /* Debugging information so you can see the last coordinates this object had */
1525 more->ox = more->x;
1526 more->oy = more->y;
1527 more->map = get_map_from_coord(m, &more->x, &more->y);
1528 } else if (!more->map) {
1529 /* For backwards compatibility - when not dealing with tiled maps,
1530 * more->map should always point to the parent.
1531 */
1532 more->map = m;
1533 }
1534
1535 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) {
1536 if ( ! op->head)
1537 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1538 return NULL;
1539 }
1540 }
1541 CLEAR_FLAG(op,FLAG_REMOVED);
1542
1543 /* Debugging information so you can see the last coordinates this object had */
1544 op->ox=op->x;
1545 op->oy=op->y;
1546
1547 /* Ideally, the caller figures this out. However, it complicates a lot 1378 /* Ideally, the caller figures this out. However, it complicates a lot
1548 * of areas of callers (eg, anything that uses find_free_spot would now 1379 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1380 * need extra work
1550 */ 1381 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1382 maptile *newmap = m;
1552 x = op->x; 1383 if (!xy_normalise (newmap, op->x, op->y))
1553 y = op->y; 1384 {
1385 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1386 return 0;
1387 }
1554 1388
1389 if (object *more = op->more)
1390 if (!insert_ob_in_map (more, m, originator, flag))
1391 return 0;
1392
1393 op->flag [FLAG_REMOVED] = false;
1394 op->env = 0;
1395 op->map = newmap;
1396
1397 mapspace &ms = op->ms ();
1398
1555 /* this has to be done after we translate the coordinates. 1399 /* this has to be done after we translate the coordinates.
1556 */ 1400 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1401 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1402 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1403 if (object::can_merge (op, tmp))
1560 op->nrof+=tmp->nrof; 1404 {
1561 remove_ob(tmp); 1405 // TODO: we actually want to update tmp, not op,
1562 free_object(tmp); 1406 // but some caller surely breaks when we return tmp
1563 } 1407 // from here :/
1564 } 1408 op->nrof += tmp->nrof;
1409 tmp->destroy ();
1410 }
1565 1411
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1412 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1413 op->clr_flag (FLAG_INV_LOCKED);
1568 if (!QUERY_FLAG(op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL);
1570 1414
1415 if (!op->flag [FLAG_ALIVE])
1416 op->clr_flag (FLAG_NO_STEAL);
1417
1571 if (flag & INS_BELOW_ORIGINATOR) { 1418 if (flag & INS_BELOW_ORIGINATOR)
1419 {
1572 if (originator->map != op->map || originator->x != op->x || 1420 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1421 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1422 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1423 abort ();
1576 } 1424 }
1425
1426 if (!originator->is_on_map ())
1427 {
1428 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1429 op->debug_desc (), originator->debug_desc ());
1430 abort ();
1431 }
1432
1577 op->above = originator; 1433 op->above = originator;
1578 op->below = originator->below; 1434 op->below = originator->below;
1579 if (op->below) op->below->above = op;
1580 else SET_MAP_OB(op->map, op->x, op->y, op);
1581 /* since *below* originator, no need to update top */
1582 originator->below = op; 1435 originator->below = op;
1583 } else { 1436
1437 *(op->below ? &op->below->above : &ms.bot) = op;
1438 }
1439 else
1440 {
1441 object *floor = 0;
1442 object *top = ms.top;
1443
1584 /* If there are other objects, then */ 1444 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1445 if (top)
1586 object *last=NULL; 1446 {
1587 /* 1447 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1448 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1449 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1450 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1451 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1452 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1453 * Also, if there are spell objects on this space, we stop processing
1594 * once we get to them. This reduces the need to traverse over all of 1454 * once we get to them. This reduces the need to traverse over all of
1595 * them when adding another one - this saves quite a bit of cpu time 1455 * them when adding another one - this saves quite a bit of cpu time
1596 * when lots of spells are cast in one area. Currently, it is presumed 1456 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1457 * that flying non pickable objects are spell objects.
1598 */ 1458 */
1459 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1460 {
1461 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1462 floor = tmp;
1599 1463
1600 while (top != NULL) { 1464 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1603 if (QUERY_FLAG(top, FLAG_NO_PICK)
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1606 { 1465 {
1607 /* We insert above top, so we want this object below this */ 1466 /* We insert above top, so we want this object below this */
1608 top=top->below; 1467 top = tmp->below;
1609 break; 1468 break;
1610 } 1469 }
1611 last = top;
1612 top = top->above;
1613 }
1614 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last;
1616 1470
1471 top = tmp;
1472 }
1473
1617 /* We let update_position deal with figuring out what the space 1474 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1475 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1476 * makes things faster, and effectively the same result.
1620 */ 1477 */
1621 1478
1622 /* Have object 'fall below' other objects that block view. 1479 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1480 * Unless those objects are exits.
1624 * If INS_ON_TOP is used, don't do this processing 1481 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1482 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1483 * stacking is a bit odd.
1627 */ 1484 */
1628 if (!(flag & INS_ON_TOP) && 1485 if (!(flag & INS_ON_TOP)
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1486 && ms.flags () & P_BLOCKSVIEW
1630 (op->face && !op->face->visibility)) { 1487 && (op->face && !faces [op->face].visibility))
1488 {
1489 object *last;
1490
1631 for (last=top; last != floor; last=last->below) 1491 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1492 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1493 break;
1494
1633 /* Check to see if we found the object that blocks view, 1495 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1496 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1497 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1498 * set top to the object below us.
1637 */ 1499 */
1638 if (last && last->below && last != floor) top=last->below; 1500 if (last && last->below && last != floor)
1501 top = last->below;
1502 }
1503 } /* If objects on this space */
1504
1505 if (flag & INS_ABOVE_FLOOR_ONLY)
1506 top = floor;
1507
1508 // insert object above top, or bottom-most if top = 0
1509 if (!top)
1510 {
1511 op->below = 0;
1512 op->above = ms.bot;
1513 ms.bot = op;
1514
1515 *(op->above ? &op->above->below : &ms.top) = op;
1516 }
1517 else
1518 {
1519 op->above = top->above;
1520 top->above = op;
1521
1522 op->below = top;
1523 *(op->above ? &op->above->below : &ms.top) = op;
1524 }
1639 } 1525 }
1640 } /* If objects on this space */
1641 if (flag & INS_MAP_LOAD)
1642 top = GET_MAP_TOP(op->map,op->x,op->y);
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor;
1644 1526
1645 /* Top is the object that our object (op) is going to get inserted above. 1527 if (op->is_player ())
1646 */ 1528 {
1647
1648 /* First object on this space */
1649 if (!top) {
1650 op->above = GET_MAP_OB(op->map, op->x, op->y);
1651 if (op->above) op->above->below = op;
1652 op->below = NULL;
1653 SET_MAP_OB(op->map, op->x, op->y, op);
1654 } else { /* get inserted into the stack above top */
1655 op->above = top->above;
1656 if (op->above) op->above->below = op;
1657 op->below = top;
1658 top->above = op;
1659 }
1660 if (op->above==NULL)
1661 SET_MAP_TOP(op->map,op->x, op->y, op);
1662 } /* else not INS_BELOW_ORIGINATOR */
1663
1664 if(op->type==PLAYER)
1665 op->contr->do_los=1; 1529 op->contr->do_los = 1;
1666 1530 ++op->map->players;
1667 /* If we have a floor, we know the player, if any, will be above 1531 op->map->touch ();
1668 * it, so save a few ticks and start from there.
1669 */
1670 if (!(flag & INS_MAP_LOAD))
1671 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) {
1672 if (tmp->type == PLAYER)
1673 tmp->contr->socket.update_look=1;
1674 } 1532 }
1675 1533
1534 op->map->dirty = true;
1535
1536 if (object *pl = ms.player ())
1537 //TODO: the floorbox prev/next might need updating
1538 //esrv_send_item (pl, op);
1539 //TODO: update floorbox to preserve ordering
1540 if (pl->contr->ns)
1541 pl->contr->ns->floorbox_update ();
1542
1676 /* If this object glows, it may affect lighting conditions that are 1543 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1544 * visible to others on this map. But update_all_los is really
1678 * an inefficient way to do this, as it means los for all players 1545 * an inefficient way to do this, as it means los for all players
1679 * on the map will get recalculated. The players could very well 1546 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1547 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1548 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1549 * or just updating the P_UPTODATE for spaces within this area
1683 * of effect may be sufficient. 1550 * of effect may be sufficient.
1684 */ 1551 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1552 if (op->affects_los ())
1553 {
1554 op->ms ().invalidate ();
1686 update_all_los(op->map, op->x, op->y); 1555 update_all_los (op->map, op->x, op->y);
1556 }
1687 1557
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1558 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1559 update_object (op, UP_OBJ_INSERT);
1691 1560
1561 INVOKE_OBJECT (INSERT, op);
1692 1562
1693 /* Don't know if moving this to the end will break anything. However, 1563 /* Don't know if moving this to the end will break anything. However,
1694 * we want to have update_look set above before calling this. 1564 * we want to have floorbox_update called before calling this.
1695 * 1565 *
1696 * check_move_on() must be after this because code called from 1566 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1567 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1568 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1569 * update_object().
1700 */ 1570 */
1701 1571
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1572 /* if this is not the head or flag has been passed, don't check walk on status */
1703
1704 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1573 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1574 {
1705 if (check_move_on(op, originator)) 1575 if (check_move_on (op, originator))
1706 return NULL; 1576 return 0;
1707 1577
1708 /* If we are a multi part object, lets work our way through the check 1578 /* If we are a multi part object, lets work our way through the check
1709 * walk on's. 1579 * walk on's.
1710 */ 1580 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1581 for (object *tmp = op->more; tmp; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1582 if (check_move_on (tmp, originator))
1713 return NULL; 1583 return 0;
1714 } 1584 }
1585
1715 return op; 1586 return op;
1716} 1587}
1717 1588
1718/* this function inserts an object in the map, but if it 1589/* this function inserts an object in the map, but if it
1719 * finds an object of its own type, it'll remove that one first. 1590 * finds an object of its own type, it'll remove that one first.
1720 * op is the object to insert it under: supplies x and the map. 1591 * op is the object to insert it under: supplies x and the map.
1721 */ 1592 */
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1593void
1723 object *tmp; 1594replace_insert_ob_in_map (shstr_tmp archname, object *op)
1724 object *tmp1; 1595{
1725
1726 /* first search for itself and remove any old instances */ 1596 /* first search for itself and remove any old instances */
1727 1597
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1598 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1599 if (tmp->arch->archname == archname) /* same archetype */
1730 remove_ob(tmp); 1600 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1601
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1602 object *tmp = archetype::find (archname)->instance ();
1736 1603
1737 1604 tmp->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1605 tmp->y = op->y;
1606
1739 insert_ob_in_map(tmp1,op->map,op,0); 1607 insert_ob_in_map (tmp, op->map, op, 0);
1740} 1608}
1741 1609
1742/* 1610object *
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1611object::insert_at (object *where, object *originator, int flags)
1744 * is returned contains nr objects, and the remaining parts contains 1612{
1745 * the rest (or is removed and freed if that number is 0). 1613 if (where->env)
1746 * On failure, NULL is returned, and the reason put into the 1614 return where->env->insert (this);
1747 * global static errmsg array. 1615 else
1748 */ 1616 return where->map->insert (this, where->x, where->y, originator, flags);
1617}
1749 1618
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1619// check whether we can put this into the map, respect max_volume, max_items
1751 object *newob; 1620bool
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1621object::can_drop_at (maptile *m, int x, int y, object *originator)
1622{
1623 mapspace &ms = m->at (x, y);
1753 1624
1754 if(orig_ob->nrof<nr) { 1625 int items = ms.items ();
1755 sprintf(errmsg,"There are only %d %ss.",
1756 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1757 return NULL;
1758 }
1759 newob = object_create_clone(orig_ob);
1760 if((orig_ob->nrof-=nr)<1) {
1761 if ( ! is_removed)
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) {
1766 if(orig_ob->env!=NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory.");
1770 LOG(llevDebug,
1771 "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL;
1773 }
1774 }
1775 newob->nrof=nr;
1776 1626
1627 if (!items // testing !items ensures we can drop at least one item
1628 || (items < m->max_items
1629 && ms.volume () < m->max_volume))
1777 return newob; 1630 return true;
1778}
1779 1631
1632 if (originator && originator->is_player ())
1633 originator->contr->failmsgf (
1634 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1635 query_name ()
1636 );
1637
1638 return false;
1639}
1640
1780/* 1641/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1642 * decrease(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1643 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1644 * is subsequently removed and freed.
1784 * 1645 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1646 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1647 */
1787 1648bool
1788object *decrease_ob_nr (object *op, uint32 i) 1649object::decrease (sint32 nr)
1789{ 1650{
1790 object *tmp; 1651 if (!nr)
1791 player *pl; 1652 return true;
1792 1653
1793 if (i == 0) /* objects with op->nrof require this check */ 1654 nr = min (nr, nrof);
1655
1656 if (nrof > nr)
1657 {
1658 nrof -= nr;
1659 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1660
1661 if (object *pl = visible_to ())
1662 esrv_update_item (UPD_NROF, pl, this);
1663
1664 return true;
1665 }
1666 else
1667 {
1668 destroy ();
1669 return false;
1670 }
1671}
1672
1673/*
1674 * split(ob,nr) splits up ob into two parts. The part which
1675 * is returned contains nr objects, and the remaining parts contains
1676 * the rest (or is removed and returned if that number is 0).
1677 * On failure, NULL is returned.
1678 */
1679object *
1680object::split (sint32 nr)
1681{
1682 int have = number_of ();
1683
1684 if (have < nr)
1685 return 0;
1686 else if (have == nr)
1687 {
1688 remove ();
1689 return this;
1690 }
1691 else
1692 {
1693 decrease (nr);
1694
1695 object *op = deep_clone ();
1696 op->nrof = nr;
1794 return op; 1697 return op;
1795
1796 if (i > op->nrof)
1797 i = op->nrof;
1798
1799 if (QUERY_FLAG (op, FLAG_REMOVED))
1800 { 1698 }
1801 op->nrof -= i; 1699}
1700
1701object *
1702insert_ob_in_ob (object *op, object *where)
1703{
1704 if (!where)
1802 } 1705 {
1803 else if (op->env != NULL) 1706 char *dump = dump_object (op);
1804 { 1707 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1805 /* is this object in the players inventory, or sub container 1708 free (dump);
1806 * therein?
1807 */
1808 tmp = is_player_inv (op->env);
1809 /* nope. Is this a container the player has opened?
1810 * If so, set tmp to that player.
1811 * IMO, searching through all the players will mostly
1812 * likely be quicker than following op->env to the map,
1813 * and then searching the map for a player.
1814 */
1815 if (!tmp) {
1816 for (pl=first_player; pl; pl=pl->next)
1817 if (pl->ob->container == op->env) break;
1818 if (pl) tmp=pl->ob;
1819 else tmp=NULL;
1820 }
1821
1822 if (i < op->nrof) {
1823 sub_weight (op->env, op->weight * i);
1824 op->nrof -= i;
1825 if (tmp) {
1826 esrv_send_item(tmp, op);
1827 }
1828 } else {
1829 remove_ob (op);
1830 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count);
1833 }
1834 }
1835 }
1836 else
1837 {
1838 object *above = op->above;
1839
1840 if (i < op->nrof) {
1841 op->nrof -= i;
1842 } else {
1843 remove_ob (op);
1844 op->nrof = 0;
1845 }
1846 /* Since we just removed op, op->above is null */
1847 for (tmp = above; tmp != NULL; tmp = tmp->above)
1848 if (tmp->type == PLAYER) {
1849 if (op->nrof)
1850 esrv_send_item(tmp, op);
1851 else
1852 esrv_del_item(tmp->contr, op->count);
1853 }
1854 }
1855
1856 if (op->nrof) {
1857 return op; 1709 return op;
1858 } else { 1710 }
1859 free_object (op); 1711
1860 return NULL; 1712 if (where->head_ () != where)
1861 } 1713 {
1862} 1714 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1863 1715 where = where->head;
1864/*
1865 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying.
1867 */
1868
1869void add_weight (object *op, signed long weight) {
1870 while (op!=NULL) {
1871 if (op->type == CONTAINER) {
1872 weight=(signed long)(weight*(100-op->stats.Str)/100);
1873 }
1874 op->carrying+=weight;
1875 op=op->env;
1876 } 1716 }
1877}
1878 1717
1718 return where->insert (op);
1719}
1720
1879/* 1721/*
1880 * insert_ob_in_ob(op,environment): 1722 * env->insert (op)
1881 * This function inserts the object op in the linked list 1723 * This function inserts the object op in the linked list
1882 * inside the object environment. 1724 * inside the object environment.
1883 * 1725 *
1884 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1885 * the inventory at the last position or next to other objects of the same
1886 * type.
1887 * Frank: Now sorted by type, archetype and magic!
1888 *
1889 * The function returns now pointer to inserted item, and return value can 1726 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1727 * be != op, if items are merged. -Tero
1891 */ 1728 */
1892 1729object *
1893object *insert_ob_in_ob(object *op,object *where) { 1730object::insert (object *op)
1894 object *tmp, *otmp; 1731{
1895
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1897 dump_object(op);
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg);
1899 return op;
1900 }
1901 if(where==NULL) {
1902 dump_object(op);
1903 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1904 return op;
1905 }
1906 if (where->head) {
1907 LOG(llevDebug,
1908 "Warning: Tried to insert object wrong part of multipart object.\n");
1909 where = where->head;
1910 }
1911 if (op->more) { 1732 if (op->more)
1733 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1734 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1735 return op;
1915 } 1736 }
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1737
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1738 op->remove ();
1739
1740 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1741
1918 if(op->nrof) { 1742 if (op->nrof)
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1743 for (object *tmp = inv; tmp; tmp = tmp->below)
1920 if ( CAN_MERGE(tmp,op) ) { 1744 if (object::can_merge (tmp, op))
1745 {
1921 /* return the original object and remove inserted object 1746 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1747 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1748 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1749
1925 * tmp->nrof, we need to increase the weight. 1750 if (object *pl = tmp->visible_to ())
1926 */ 1751 esrv_update_item (UPD_NROF, pl, tmp);
1927 add_weight (where, op->weight*op->nrof); 1752
1928 SET_FLAG(op, FLAG_REMOVED); 1753 adjust_weight (this, op->total_weight ());
1929 free_object(op); /* free the inserted object */ 1754
1755 op->destroy ();
1930 op = tmp; 1756 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1757 goto inserted;
1932 CLEAR_FLAG(op, FLAG_REMOVED);
1933 break;
1934 } 1758 }
1935 1759
1936 /* I assume combined objects have no inventory 1760 op->owner = 0; // it's his/hers now. period.
1937 * We add the weight - this object could have just been removed 1761 op->map = 0;
1938 * (if it was possible to merge). calling remove_ob will subtract 1762 op->x = 0;
1939 * the weight, so we need to add it in again, since we actually do 1763 op->y = 0;
1940 * the linking below
1941 */
1942 add_weight (where, op->weight*op->nrof);
1943 } else
1944 add_weight (where, (op->weight+op->carrying));
1945 1764
1946 otmp=is_player_inv(where);
1947 if (otmp&&otmp->contr!=NULL) {
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp);
1950 }
1951
1952 op->map=NULL;
1953 op->env=where;
1954 op->above=NULL; 1765 op->above = 0;
1955 op->below=NULL; 1766 op->below = inv;
1956 op->x=0,op->y=0; 1767 op->env = this;
1957 op->ox=0,op->oy=0;
1958 1768
1769 if (inv)
1770 inv->above = op;
1771
1772 inv = op;
1773
1774 op->flag [FLAG_REMOVED] = 0;
1775
1776 if (object *pl = op->visible_to ())
1777 esrv_send_item (pl, op);
1778
1779 adjust_weight (this, op->total_weight ());
1780
1781inserted:
1959 /* reset the light list and los of the players on the map */ 1782 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1783 if (op->glow_radius && is_on_map ())
1961 { 1784 {
1962#ifdef DEBUG_LIGHTS 1785 update_stats ();
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1786 update_all_los (map, x, y);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y);
1967 } 1787 }
1788 else if (is_player ())
1789 // if this is a player's inventory, update stats
1790 contr->queue_stats_update ();
1968 1791
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1792 INVOKE_OBJECT (INSERT, this);
1970 * It sure simplifies this function... 1793
1971 */
1972 if (where->inv==NULL)
1973 where->inv=op;
1974 else {
1975 op->below = where->inv;
1976 op->below->above = op;
1977 where->inv = op;
1978 }
1979 return op; 1794 return op;
1980} 1795}
1981 1796
1982/* 1797/*
1983 * Checks if any objects has a move_type that matches objects 1798 * Checks if any objects has a move_type that matches objects
1997 * 1812 *
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1813 * MSW 2001-07-08: Check all objects on space, not just those below
1999 * object being inserted. insert_ob_in_map may not put new objects 1814 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1815 * on top.
2001 */ 1816 */
2002 1817int
2003int check_move_on (object *op, object *originator) 1818check_move_on (object *op, object *originator)
2004{ 1819{
2005 object *tmp; 1820 if (op->flag [FLAG_NO_APPLY])
2006 tag_t tag;
2007 mapstruct *m=op->map;
2008 int x=op->x, y=op->y;
2009 MoveType move_on, move_slow, move_block;
2010
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY))
2012 return 0;
2013
2014 tag = op->count;
2015
2016 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2017 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2018 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2019
2020 /* if nothing on this space will slow op down or be applied,
2021 * no need to do checking below. have to make sure move_type
2022 * is set, as lots of objects don't have it set - we treat that
2023 * as walking.
2024 */
2025 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2026 return 0;
2027
2028 /* This is basically inverse logic of that below - basically,
2029 * if the object can avoid the move on or slow move, they do so,
2030 * but can't do it if the alternate movement they are using is
2031 * blocked. Logic on this seems confusing, but does seem correct.
2032 */
2033 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2034 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2035
2036 /* The objects have to be checked from top to bottom.
2037 * Hence, we first go to the top:
2038 */
2039
2040 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2041 tmp->above!=NULL; tmp=tmp->above) {
2042 /* Trim the search when we find the first other spell effect
2043 * this helps performance so that if a space has 50 spell objects,
2044 * we don't need to check all of them.
2045 */
2046 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2047 }
2048 for(;tmp!=NULL; tmp=tmp->below) {
2049 if (tmp == op) continue; /* Can't apply yourself */
2050
2051 /* Check to see if one of the movement types should be slowed down.
2052 * Second check makes sure that the movement types not being slowed
2053 * (~slow_move) is not blocked on this space - just because the
2054 * space doesn't slow down swimming (for example), if you can't actually
2055 * swim on that space, can't use it to avoid the penalty.
2056 */
2057 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2058 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2059 ((op->move_type & tmp->move_slow) &&
2060 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2061
2062 float diff;
2063
2064 diff = tmp->move_slow_penalty*FABS(op->speed);
2065 if (op->type == PLAYER) {
2066 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2067 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2068 diff /= 4.0;
2069 }
2070 }
2071 op->speed_left -= diff;
2072 }
2073 }
2074
2075 /* Basically same logic as above, except now for actual apply. */
2076 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2077 ((op->move_type & tmp->move_on) &&
2078 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2079
2080 move_apply(tmp, op, originator);
2081 if (was_destroyed (op, tag))
2082 return 1;
2083
2084 /* what the person/creature stepped onto has moved the object
2085 * someplace new. Don't process any further - if we did,
2086 * have a feeling strange problems would result.
2087 */
2088 if (op->map != m || op->x != x || op->y != y) return 0;
2089 }
2090 }
2091 return 0; 1821 return 0;
1822
1823 object *tmp;
1824 maptile *m = op->map;
1825 int x = op->x, y = op->y;
1826
1827 mapspace &ms = m->at (x, y);
1828
1829 ms.update ();
1830
1831 MoveType move_on = ms.move_on;
1832 MoveType move_slow = ms.move_slow;
1833 MoveType move_block = ms.move_block;
1834
1835 /* if nothing on this space will slow op down or be applied,
1836 * no need to do checking below. have to make sure move_type
1837 * is set, as lots of objects don't have it set - we treat that
1838 * as walking.
1839 */
1840 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1841 return 0;
1842
1843 /* This is basically inverse logic of that below - basically,
1844 * if the object can avoid the move on or slow move, they do so,
1845 * but can't do it if the alternate movement they are using is
1846 * blocked. Logic on this seems confusing, but does seem correct.
1847 */
1848 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1849 return 0;
1850
1851 /* The objects have to be checked from top to bottom.
1852 * Hence, we first go to the top:
1853 */
1854 for (object *next, *tmp = ms.top; tmp; tmp = next)
1855 {
1856 next = tmp->below;
1857
1858 if (tmp == op)
1859 continue; /* Can't apply yourself */
1860
1861 /* Check to see if one of the movement types should be slowed down.
1862 * Second check makes sure that the movement types not being slowed
1863 * (~slow_move) is not blocked on this space - just because the
1864 * space doesn't slow down swimming (for example), if you can't actually
1865 * swim on that space, can't use it to avoid the penalty.
1866 */
1867 if (!op->flag [FLAG_WIZPASS])
1868 {
1869 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1870 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1871 {
1872 float diff = tmp->move_slow_penalty * fabs (op->speed);
1873
1874 if (op->is_player ())
1875 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1876 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1877 diff /= 4.0;
1878
1879 op->speed_left -= diff;
1880 }
1881 }
1882
1883 /* Basically same logic as above, except now for actual apply. */
1884 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1885 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1886 {
1887 move_apply (tmp, op, originator);
1888
1889 if (op->destroyed ())
1890 return 1;
1891
1892 /* what the person/creature stepped onto has moved the object
1893 * someplace new. Don't process any further - if we did,
1894 * have a feeling strange problems would result.
1895 */
1896 if (op->map != m || op->x != x || op->y != y)
1897 return 0;
1898 }
1899 }
1900
1901 return 0;
2092} 1902}
2093 1903
2094/* 1904/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1905 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1906 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1907 * The first matching object is returned, or NULL if none.
2098 */ 1908 */
2099 1909object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1910present_arch (const archetype *at, maptile *m, int x, int y)
2101 object *tmp; 1911{
2102 if(m==NULL || out_of_map(m,x,y)) { 1912 if (!m || out_of_map (m, x, y))
1913 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1914 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1915 return NULL;
2105 } 1916 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1917
2107 if(tmp->arch == at) 1918 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1919 if (tmp->arch->archname == at->archname)
2108 return tmp; 1920 return tmp;
1921
2109 return NULL; 1922 return NULL;
2110} 1923}
2111 1924
2112/* 1925/*
2113 * present(type, map, x, y) searches for any objects with 1926 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1927 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1928 * The first matching object is returned, or NULL if none.
2116 */ 1929 */
2117 1930object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1931present (unsigned char type, maptile *m, int x, int y)
2119 object *tmp; 1932{
2120 if(out_of_map(m,x,y)) { 1933 if (out_of_map (m, x, y))
1934 {
2121 LOG(llevError,"Present called outside map.\n"); 1935 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1936 return NULL;
2123 } 1937 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1938
1939 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if(tmp->type==type) 1940 if (tmp->type == type)
2126 return tmp; 1941 return tmp;
1942
2127 return NULL; 1943 return NULL;
2128} 1944}
2129 1945
2130/* 1946/*
2131 * present_in_ob(type, object) searches for any objects with 1947 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1948 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1949 * The first matching object is returned, or NULL if none.
2134 */ 1950 */
2135 1951object *
2136object *present_in_ob(unsigned char type, const object *op) { 1952present_in_ob (unsigned char type, const object *op)
2137 object *tmp; 1953{
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1954 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 1955 if (tmp->type == type)
2140 return tmp; 1956 return tmp;
1957
2141 return NULL; 1958 return NULL;
2142} 1959}
2143 1960
2144/* 1961/*
2145 * present_in_ob (type, str, object) searches for any objects with 1962 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1970 * str is the string to match against. Note that we match against
2154 * the object name, not the archetype name. this is so that the 1971 * the object name, not the archetype name. this is so that the
2155 * spell code can use one object type (force), but change it's name 1972 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1973 * to be unique.
2157 */ 1974 */
2158 1975object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 1976present_in_ob_by_name (int type, const char *str, const object *op)
2160 object *tmp; 1977{
2161
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1978 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1979 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 1980 return tmp;
2165 } 1981
2166 return NULL; 1982 return 0;
2167} 1983}
2168 1984
2169/* 1985/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 1986 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 1987 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 1988 * The first matching object is returned, or NULL if none.
2173 */ 1989 */
2174 1990object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 1991present_arch_in_ob (const archetype *at, const object *op)
2176 object *tmp; 1992{
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1993 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2178 if( tmp->arch == at) 1994 if (tmp->arch->archname == at->archname)
2179 return tmp; 1995 return tmp;
1996
2180 return NULL; 1997 return NULL;
2181} 1998}
2182 1999
2183/* 2000/*
2184 * activate recursively a flag on an object inventory 2001 * activate recursively a flag on an object inventory
2185 */ 2002 */
2003void
2186void flag_inv(object*op, int flag){ 2004flag_inv (object *op, int flag)
2187 object *tmp; 2005{
2188 if(op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2006 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2190 SET_FLAG(tmp, flag); 2007 {
2008 tmp->set_flag (flag);
2191 flag_inv(tmp,flag); 2009 flag_inv (tmp, flag);
2192 } 2010 }
2011}
2012
2193}/* 2013/*
2194 * desactivate recursively a flag on an object inventory 2014 * deactivate recursively a flag on an object inventory
2195 */ 2015 */
2016void
2196void unflag_inv(object*op, int flag){ 2017unflag_inv (object *op, int flag)
2197 object *tmp; 2018{
2198 if(op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 2019 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2200 CLEAR_FLAG(tmp, flag); 2020 {
2021 tmp->clr_flag (flag);
2201 unflag_inv(tmp,flag); 2022 unflag_inv (tmp, flag);
2202 } 2023 }
2203}
2204
2205/*
2206 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2207 * all it's inventory (recursively).
2208 * If checksums are used, a player will get set_cheat called for
2209 * him/her-self and all object carried by a call to this function.
2210 */
2211
2212void set_cheat(object *op) {
2213 SET_FLAG(op, FLAG_WAS_WIZ);
2214 flag_inv(op, FLAG_WAS_WIZ);
2215} 2024}
2216 2025
2217/* 2026/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 2027 * find_free_spot(object, map, x, y, start, stop) will search for
2219 * a spot at the given map and coordinates which will be able to contain 2028 * a spot at the given map and coordinates which will be able to contain
2221 * to search (see the freearr_x/y[] definition). 2030 * to search (see the freearr_x/y[] definition).
2222 * It returns a random choice among the alternatives found. 2031 * It returns a random choice among the alternatives found.
2223 * start and stop are where to start relative to the free_arr array (1,9 2032 * start and stop are where to start relative to the free_arr array (1,9
2224 * does all 4 immediate directions). This returns the index into the 2033 * does all 4 immediate directions). This returns the index into the
2225 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2034 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2226 * Note - this only checks to see if there is space for the head of the
2227 * object - if it is a multispace object, this should be called for all
2228 * pieces.
2229 * Note2: This function does correctly handle tiled maps, but does not 2035 * Note: This function does correctly handle tiled maps, but does not
2230 * inform the caller. However, insert_ob_in_map will update as 2036 * inform the caller. However, insert_ob_in_map will update as
2231 * necessary, so the caller shouldn't need to do any special work. 2037 * necessary, so the caller shouldn't need to do any special work.
2232 * Note - updated to take an object instead of archetype - this is necessary 2038 * Note - updated to take an object instead of archetype - this is necessary
2233 * because arch_blocked (now ob_blocked) needs to know the movement type 2039 * because arch_blocked (now ob_blocked) needs to know the movement type
2234 * to know if the space in question will block the object. We can't use 2040 * to know if the space in question will block the object. We can't use
2235 * the archetype because that isn't correct if the monster has been 2041 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 2042 * customized, changed states, etc.
2237 */ 2043 */
2238 2044int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2045find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2046{
2047 int altern[SIZEOFFREE];
2240 int i,index=0, flag; 2048 int index = 0, flag;
2241 static int altern[SIZEOFFREE];
2242 2049
2243 for(i=start;i<stop;i++) { 2050 for (int i = start; i < stop; i++)
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2051 {
2245 if(!flag) 2052 mapxy pos (m, x, y); pos.move (i);
2053
2054 if (!pos.normalise ())
2055 continue;
2056
2057 mapspace &ms = *pos;
2058
2059 if (ms.flags () & P_IS_ALIVE)
2060 continue;
2061
2062 /* However, often
2063 * ob doesn't have any move type (when used to place exits)
2064 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2065 */
2066 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2067 {
2246 altern[index++]=i; 2068 altern [index++] = i;
2069 continue;
2070 }
2247 2071
2248 /* Basically, if we find a wall on a space, we cut down the search size. 2072 /* Basically, if we find a wall on a space, we cut down the search size.
2249 * In this way, we won't return spaces that are on another side of a wall. 2073 * In this way, we won't return spaces that are on another side of a wall.
2250 * This mostly work, but it cuts down the search size in all directions - 2074 * This mostly work, but it cuts down the search size in all directions -
2251 * if the space being examined only has a wall to the north and empty 2075 * if the space being examined only has a wall to the north and empty
2252 * spaces in all the other directions, this will reduce the search space 2076 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 2077 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2078 * won't look 2 spaces south of the target space.
2255 */ 2079 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2080 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2081 {
2257 stop=maxfree[i]; 2082 stop = maxfree[i];
2258 } 2083 continue;
2259 if(!index) return -1; 2084 }
2260 return altern[RANDOM()%index];
2261}
2262 2085
2086 /* Note it is intentional that we check ob - the movement type of the
2087 * head of the object should correspond for the entire object.
2088 */
2089 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2090 continue;
2091
2092 if (ob->blocked (pos.m, pos.x, pos.y))
2093 continue;
2094
2095 altern [index++] = i;
2096 }
2097
2098 if (!index)
2099 return -1;
2100
2101 return altern [rndm (index)];
2102}
2103
2263/* 2104/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2105 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2106 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 2107 * But it will return the first available spot, not a random choice.
2267 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2108 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2109 */
2269 2110int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2111find_first_free_spot (const object *ob, maptile *m, int x, int y)
2271 int i; 2112{
2272 for(i=0;i<SIZEOFFREE;i++) { 2113 for (int i = 0; i < SIZEOFFREE; i++)
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2114 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2115 return i;
2275 } 2116
2276 return -1; 2117 return -1;
2277} 2118}
2278 2119
2279/* 2120/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2121 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2122 * arr[begin..end-1].
2123 * now uses a fisher-yates shuffle, old permute was broken
2282 */ 2124 */
2125static void
2283static void permute(int *arr, int begin, int end) 2126permute (int *arr, int begin, int end)
2284{ 2127{
2285 int i, j, tmp, len; 2128 arr += begin;
2129 end -= begin;
2286 2130
2287 len = end-begin; 2131 while (--end)
2288 for(i = begin; i < end; i++) 2132 swap (arr [end], arr [rndm (end + 1)]);
2289 {
2290 j = begin+RANDOM()%len;
2291
2292 tmp = arr[i];
2293 arr[i] = arr[j];
2294 arr[j] = tmp;
2295 }
2296} 2133}
2297 2134
2298/* new function to make monster searching more efficient, and effective! 2135/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2136 * This basically returns a randomized array (in the passed pointer) of
2300 * the spaces to find monsters. In this way, it won't always look for 2137 * the spaces to find monsters. In this way, it won't always look for
2301 * monsters to the north first. However, the size of the array passed 2138 * monsters to the north first. However, the size of the array passed
2302 * covers all the spaces, so within that size, all the spaces within 2139 * covers all the spaces, so within that size, all the spaces within
2303 * the 3x3 area will be searched, just not in a predictable order. 2140 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2141 */
2142void
2305void get_search_arr(int *search_arr) 2143get_search_arr (int *search_arr)
2306{ 2144{
2307 int i; 2145 int i;
2308 2146
2309 for(i = 0; i < SIZEOFFREE; i++) 2147 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2148 search_arr[i] = i;
2312 }
2313 2149
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2150 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2151 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2152 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2153}
2318 2154
2319/* 2155/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2156 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2157 * given map at the given coordinates for live objects.
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2162 * Perhaps incorrectly, but I'm making the assumption that exclude
2327 * is actually want is going to try and move there. We need this info 2163 * is actually want is going to try and move there. We need this info
2328 * because we have to know what movement the thing looking to move 2164 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2165 * there is capable of.
2330 */ 2166 */
2331 2167int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2168find_dir (maptile *m, int x, int y, object *exclude)
2169{
2333 int i,max=SIZEOFFREE, mflags; 2170 int max = SIZEOFFREE, mflags;
2334 sint16 nx, ny;
2335 object *tmp;
2336 mapstruct *mp;
2337 MoveType blocked, move_type; 2171 MoveType move_type;
2338 2172
2339 if (exclude && exclude->head) { 2173 if (exclude && exclude->head_ () != exclude)
2174 {
2340 exclude = exclude->head; 2175 exclude = exclude->head;
2341 move_type = exclude->move_type; 2176 move_type = exclude->move_type;
2342 } else { 2177 }
2178 else
2179 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2180 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2181 move_type = MOVE_ALL;
2345 }
2346
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i];
2351
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny);
2353 if (mflags & P_OUT_OF_MAP) {
2354 max = maxfree[i];
2355 } else {
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny);
2357
2358 if ((move_type & blocked) == move_type) {
2359 max=maxfree[i];
2360 } else if (mflags & P_IS_ALIVE) {
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) {
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) &&
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) {
2364 break;
2365 }
2366 }
2367 if(tmp) {
2368 return freedir[i];
2369 }
2370 } 2182 }
2371 } 2183
2184 for (int i = 1; i < max; i++)
2372 } 2185 {
2186 mapxy pos (m, x, y);
2187 pos.move (i);
2188
2189 if (!pos.normalise ())
2190 max = maxfree[i];
2191 else
2192 {
2193 mapspace &ms = *pos;
2194
2195 if ((move_type & ms.move_block) == move_type)
2196 max = maxfree [i];
2197 else if (ms.flags () & P_IS_ALIVE)
2198 {
2199 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2200 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2201 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2202 return freedir [i];
2203 }
2204 }
2205 }
2206
2373 return 0; 2207 return 0;
2374} 2208}
2375 2209
2376/* 2210/*
2377 * distance(object 1, object 2) will return the square of the 2211 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2212 * distance between the two given objects.
2379 */ 2213 */
2380 2214int
2381int distance(const object *ob1, const object *ob2) { 2215distance (const object *ob1, const object *ob2)
2382 int i; 2216{
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2217 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2384 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2385 return i;
2386} 2218}
2387 2219
2388/* 2220/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2221 * find_dir_2(delta-x,delta-y) will return a direction in which
2390 * an object which has subtracted the x and y coordinates of another 2222 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2223 * object, needs to travel toward it.
2392 */ 2224 */
2393 2225int
2394int find_dir_2(int x, int y) { 2226find_dir_2 (int x, int y)
2227{
2395 int q; 2228 int q;
2396 2229
2397 if(y) 2230 if (y)
2398 q=x*100/y; 2231 q = x * 100 / y;
2399 else if (x) 2232 else if (x)
2400 q= -300*x; 2233 q = -300 * x;
2401 else 2234 else
2402 return 0; 2235 return 0;
2403 2236
2404 if(y>0) { 2237 if (y > 0)
2238 {
2405 if(q < -242) 2239 if (q < -242)
2406 return 3 ; 2240 return 3;
2407 if (q < -41) 2241 if (q < -41)
2408 return 2 ; 2242 return 2;
2409 if (q < 41) 2243 if (q < 41)
2410 return 1 ; 2244 return 1;
2411 if (q < 242) 2245 if (q < 242)
2412 return 8 ; 2246 return 8;
2413 return 7 ; 2247 return 7;
2414 } 2248 }
2415 2249
2416 if (q < -242) 2250 if (q < -242)
2417 return 7 ; 2251 return 7;
2418 if (q < -41) 2252 if (q < -41)
2419 return 6 ; 2253 return 6;
2420 if (q < 41) 2254 if (q < 41)
2421 return 5 ; 2255 return 5;
2422 if (q < 242) 2256 if (q < 242)
2423 return 4 ; 2257 return 4;
2424 2258
2425 return 3 ; 2259 return 3;
2426}
2427
2428/*
2429 * absdir(int): Returns a number between 1 and 8, which represent
2430 * the "absolute" direction of a number (it actually takes care of
2431 * "overflow" in previous calculations of a direction).
2432 */
2433
2434int absdir(int d) {
2435 while(d<1) d+=8;
2436 while(d>8) d-=8;
2437 return d;
2438} 2260}
2439 2261
2440/* 2262/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2263 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2264 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2265 */
2444 2266int
2445int dirdiff(int dir1, int dir2) { 2267dirdiff (int dir1, int dir2)
2268{
2446 int d; 2269 int d;
2270
2447 d = abs(dir1 - dir2); 2271 d = abs (dir1 - dir2);
2448 if(d>4) 2272 if (d > 4)
2449 d = 8 - d; 2273 d = 8 - d;
2274
2450 return d; 2275 return d;
2451} 2276}
2452 2277
2453/* peterm: 2278/* peterm:
2454 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2279 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2457 * This basically means that if direction is 15, then it could either go 2282 * This basically means that if direction is 15, then it could either go
2458 * direction 4, 14, or 16 to get back to where we are. 2283 * direction 4, 14, or 16 to get back to where we are.
2459 * Moved from spell_util.c to object.c with the other related direction 2284 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2285 * functions.
2461 */ 2286 */
2462
2463int reduction_dir[SIZEOFFREE][3] = { 2287static const int reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2288 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2289 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2290 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2291 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2292 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2293 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2294 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2295 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2296 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2297 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2298 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2299 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2300 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2301 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2302 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2303 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2304 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2305 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2306 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2307 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2308 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2309 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2310 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2311 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2312 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2313 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2314 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2315 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2316 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2317 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2318 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2319 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2320 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2321 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2322 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2323 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2324 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2325 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2326 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2327 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2328 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2329 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2330 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2331 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2332 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2333 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2334 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2335 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2336 {24, 9, -1}
2337}; /* 48 */
2513 2338
2514/* Recursive routine to step back and see if we can 2339/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2340 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2341 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2342 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2343 * Modified to be map tile aware -.MSW
2519 */ 2344 */
2520 2345int
2521
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2346can_see_monsterP (maptile *m, int x, int y, int dir)
2347{
2523 sint16 dx, dy; 2348 sint16 dx, dy;
2524 int mflags; 2349 int mflags;
2525 2350
2351 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2352 return 0; /* exit condition: invalid direction */
2527 2353
2528 dx = x + freearr_x[dir]; 2354 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2355 dy = y + freearr_y[dir];
2530 2356
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2357 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2358
2533 /* This functional arguably was incorrect before - it was 2359 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2360 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2361 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2362 * literal on if we can see it. To know if we can actually
2537 * move to the monster, we'd need the monster passed in or 2363 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2364 * at least its move type.
2539 */ 2365 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2366 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2367 return 0;
2541 2368
2542 /* yes, can see. */ 2369 /* yes, can see. */
2543 if(dir < 9) return 1; 2370 if (dir < 9)
2371 return 1;
2372
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2373 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2374 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2375 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2547} 2376}
2548 2377
2549
2550
2551/* 2378/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2379 * can_pick(picker, item): finds out if an object is possible to be
2553 * picked up by the picker. Returnes 1 if it can be 2380 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2381 * picked up, otherwise 0.
2555 * 2382 *
2556 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2383 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2557 * core dumps if they do. 2384 * core dumps if they do.
2558 * 2385 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2386 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2387 */
2561 2388int
2562int can_pick(const object *who, const object *item) { 2389can_pick (const object *who, const object *item)
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2390{
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2391 return /*who->flag [FLAG_WIZ]|| */
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2392 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2566 (who->type==PLAYER||item->weight<who->weight/3)); 2393 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2567} 2394}
2568
2569 2395
2570/* 2396/*
2571 * create clone from object to another 2397 * create clone from object to another
2572 */ 2398 */
2573object *object_create_clone (object *asrc) { 2399object *
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2400object::deep_clone ()
2401{
2402 assert (("deep_clone called on non-head object", is_head ()));
2575 2403
2576 if(!asrc) return NULL; 2404 object *dst = clone ();
2577 src = asrc;
2578 if(src->head)
2579 src = src->head;
2580 2405
2581 prev = NULL; 2406 object *prev = dst;
2582 for(part = src; part; part = part->more) { 2407 for (object *part = this->more; part; part = part->more)
2583 tmp = get_object(); 2408 {
2584 copy_object(part,tmp); 2409 object *tmp = part->clone ();
2585 tmp->x -= src->x;
2586 tmp->y -= src->y;
2587 if(!part->head) {
2588 dst = tmp;
2589 tmp->head = NULL;
2590 } else {
2591 tmp->head = dst; 2410 tmp->head = dst;
2592 }
2593 tmp->more = NULL;
2594 if(prev)
2595 prev->more = tmp; 2411 prev->more = tmp;
2596 prev = tmp; 2412 prev = tmp;
2597 } 2413 }
2598 /*** copy inventory ***/ 2414
2599 for(item = src->inv; item; item = item->below) { 2415 for (object *item = inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2416 insert_ob_in_ob (item->deep_clone (), dst);
2601 }
2602 2417
2603 return dst; 2418 return dst;
2604}
2605
2606/* return true if the object was destroyed, 0 otherwise */
2607int was_destroyed (const object *op, tag_t old_tag)
2608{
2609 /* checking for FLAG_FREED isn't necessary, but makes this function more
2610 * robust */
2611 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2612}
2613
2614/* GROS - Creates an object using a string representing its content. */
2615/* Basically, we save the content of the string to a temp file, then call */
2616/* load_object on it. I admit it is a highly inefficient way to make things, */
2617/* but it was simple to make and allows reusing the load_object function. */
2618/* Remember not to use load_object_str in a time-critical situation. */
2619/* Also remember that multiparts objects are not supported for now. */
2620
2621object* load_object_str(const char *obstr)
2622{
2623 object *op;
2624 FILE *tempfile;
2625 char filename[MAX_BUF];
2626 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2627 tempfile=fopen(filename,"w");
2628 if (tempfile == NULL)
2629 {
2630 LOG(llevError,"Error - Unable to access load object temp file\n");
2631 return NULL;
2632 };
2633 fprintf(tempfile,obstr);
2634 fclose(tempfile);
2635
2636 op=get_object();
2637
2638 tempfile=fopen(filename,"r");
2639 if (tempfile == NULL)
2640 {
2641 LOG(llevError,"Error - Unable to read object temp file\n");
2642 return NULL;
2643 };
2644 load_object(tempfile,op,LO_NEWFILE,0);
2645 LOG(llevDebug," load str completed, object=%s\n",op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED);
2647 fclose(tempfile);
2648 return op;
2649} 2419}
2650 2420
2651/* This returns the first object in who's inventory that 2421/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2422 * has the same type and subtype match.
2653 * returns NULL if no match. 2423 * returns NULL if no match.
2654 */ 2424 */
2425object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2426find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2427{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2428 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2429 if (tmp->type == type && tmp->subtype == subtype)
2430 return tmp;
2661 2431
2662 return NULL; 2432 return 0;
2663} 2433}
2664 2434
2665/* If ob has a field named key, return the link from the list, 2435shstr_tmp
2666 * otherwise return NULL. 2436object::kv_get (shstr_tmp key) const
2667 * 2437{
2668 * key must be a passed in shared string - otherwise, this won't 2438 for (key_value *kv = key_values; kv; kv = kv->next)
2669 * do the desired thing. 2439 if (kv->key == key)
2670 */ 2440 return kv->value;
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2441
2672 key_value * link; 2442 return shstr ();
2443}
2444
2445void
2446object::kv_set (shstr_tmp key, shstr_tmp value)
2447{
2448 for (key_value *kv = key_values; kv; kv = kv->next)
2449 if (kv->key == key)
2450 {
2451 kv->value = value;
2452 return;
2453 }
2454
2455 key_value *kv = new key_value;
2456
2457 kv->next = key_values;
2458 kv->key = key;
2459 kv->value = value;
2460
2461 key_values = kv;
2462}
2463
2464void
2465object::kv_del (shstr_tmp key)
2466{
2467 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2468 if ((*kvp)->key == key)
2469 {
2470 key_value *kv = *kvp;
2471 *kvp = (*kvp)->next;
2472 delete kv;
2473 return;
2474 }
2475}
2476
2477object::depth_iterator::depth_iterator (object *container)
2478: iterator_base (container)
2479{
2480 while (item->inv)
2481 item = item->inv;
2482}
2483
2484void
2485object::depth_iterator::next ()
2486{
2487 if (item->below)
2673 2488 {
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2489 item = item->below;
2675 if (link->key == key) { 2490
2676 return link; 2491 while (item->inv)
2492 item = item->inv;
2493 }
2494 else
2495 item = item->env;
2496}
2497
2498const char *
2499object::flag_desc (char *desc, int len) const
2500{
2501 char *p = desc;
2502 bool first = true;
2503
2504 *p = 0;
2505
2506 for (int i = 0; i < NUM_FLAGS; i++)
2507 {
2508 if (len <= 10) // magic constant!
2509 {
2510 snprintf (p, len, ",...");
2511 break;
2677 } 2512 }
2678 }
2679
2680 return NULL;
2681}
2682 2513
2683/* 2514 if (flag [i])
2684 * Returns the value of op has an extra_field for key, or NULL.
2685 *
2686 * The argument doesn't need to be a shared string.
2687 *
2688 * The returned string is shared.
2689 */
2690const char * get_ob_key_value(const object * op, const char * const key) {
2691 key_value * link;
2692 const char * canonical_key;
2693
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2515 {
2702 return NULL; 2516 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2703 } 2517 len -= cnt;
2704 2518 p += cnt;
2705 /* This is copied from get_ob_key_link() above - 2519 first = false;
2706 * only 4 lines, and saves the function call overhead.
2707 */
2708 for (link = op->key_values; link != NULL; link = link->next) {
2709 if (link->key == canonical_key) {
2710 return link->value;
2711 } 2520 }
2712 } 2521 }
2522
2523 return desc;
2524}
2525
2526// return a suitable string describing an object in enough detail to find it
2527const char *
2528object::debug_desc (char *info) const
2529{
2530 char flagdesc[512];
2531 char info2[256 * 4];
2532 char *p = info;
2533
2534 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2535 count,
2536 uuid.c_str (),
2537 &name,
2538 title ? ",title:\"" : "",
2539 title ? (const char *)title : "",
2540 title ? "\"" : "",
2541 flag_desc (flagdesc, 512), type);
2542
2543 if (!flag[FLAG_REMOVED] && env)
2544 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2545
2546 if (map)
2547 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2548
2549 return info;
2550}
2551
2552const char *
2553object::debug_desc () const
2554{
2555 static char info[3][256 * 4];
2556 static int info_idx;
2557
2558 return debug_desc (info [++info_idx % 3]);
2559}
2560
2561struct region *
2562object::region () const
2563{
2564 return map ? map->region (x, y)
2565 : region::default_region ();
2566}
2567
2568void
2569object::open_container (object *new_container)
2570{
2571 if (container == new_container)
2713 return NULL; 2572 return;
2714}
2715 2573
2574 object *old_container = container;
2716 2575
2717/* 2576 if (old_container)
2718 * Updates the canonical_key in op to value.
2719 *
2720 * canonical_key is a shared string (value doesn't have to be).
2721 *
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys.
2724 *
2725 * Returns TRUE on success.
2726 */
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) {
2728 key_value * field = NULL, *last=NULL;
2729 2577 {
2730 for (field=op->key_values; field != NULL; field=field->next) { 2578 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2731 if (field->key != canonical_key) { 2579 return;
2732 last = field; 2580
2733 continue; 2581#if 0
2734 } 2582 // remove the "Close old_container" object.
2735 2583 if (object *closer = old_container->inv)
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2584 if (closer->type == CLOSE_CON)
2737 if (value) 2585 closer->destroy ();
2738 field->value = add_string(value); 2586#endif
2739 else { 2587
2740 /* Basically, if the archetype has this key set, 2588 // make sure the container is available
2741 * we need to store the null value so when we save 2589 esrv_send_item (this, old_container);
2742 * it, we save the empty value so that when we load, 2590
2743 * we get this value back again. 2591 old_container->flag [FLAG_APPLIED] = false;
2744 */ 2592 container = 0;
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2593
2746 field->value = NULL; 2594 // client needs item update to make it work, client bug requires this to be separate
2747 else { 2595 esrv_update_item (UPD_FLAGS, this, old_container);
2748 /* Delete this link */ 2596
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2597 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2598 play_sound (sound_find ("chest_close"));
2751 if (last) last->next = field->next;
2752 else op->key_values = field->next;
2753 free(field);
2754 } 2599 }
2755 }
2756 return TRUE;
2757 }
2758 /* IF we get here, key doesn't exist */
2759 2600
2760 /* No field, we'll have to add it. */ 2601 if (new_container)
2761 2602 {
2762 if (!add_key) { 2603 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2763 return FALSE; 2604 return;
2764 } 2605
2765 /* There isn't any good reason to store a null 2606 // TODO: this does not seem to serve any purpose anymore?
2766 * value in the key/value list. If the archetype has 2607#if 0
2767 * this key, then we should also have it, so shouldn't 2608 // insert the "Close Container" object.
2768 * be here. If user wants to store empty strings, 2609 if (archetype *closer = new_container->other_arch)
2769 * should pass in "" 2610 {
2770 */ 2611 object *closer = new_container->other_arch->instance ();
2771 if (value == NULL) return TRUE; 2612 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2613 new_container->insert (closer);
2614 }
2615#endif
2616
2617 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2618
2619 // make sure the container is available, client bug requires this to be separate
2620 esrv_send_item (this, new_container);
2621
2622 new_container->flag [FLAG_APPLIED] = true;
2623 container = new_container;
2624
2625 // client needs flag change
2626 esrv_update_item (UPD_FLAGS, this, new_container);
2627 esrv_send_inventory (this, new_container);
2628 play_sound (sound_find ("chest_open"));
2772 2629 }
2773 field = (key_value *) malloc(sizeof(key_value)); 2630// else if (!old_container->env && contr && contr->ns)
2631// contr->ns->floorbox_reset ();
2632}
2633
2634object *
2635object::force_find (shstr_tmp name)
2636{
2637 /* cycle through his inventory to look for the MARK we want to
2638 * place
2639 */
2640 for (object *tmp = inv; tmp; tmp = tmp->below)
2641 if (tmp->type == FORCE && tmp->slaying == name)
2642 return splay (tmp);
2643
2644 return 0;
2645}
2646
2647//-GPL
2648
2649void
2650object::force_set_timer (int duration)
2651{
2652 this->duration = 1;
2653 this->speed_left = -1.f;
2654
2655 this->set_speed (duration ? 1.f / duration : 0.f);
2656}
2657
2658object *
2659object::force_add (shstr_tmp name, int duration)
2660{
2661 if (object *force = force_find (name))
2662 force->destroy ();
2663
2664 object *force = get_archetype (FORCE_NAME);
2665
2666 force->slaying = name;
2667 force->force_set_timer (duration);
2668 force->flag [FLAG_APPLIED] = true;
2669
2670 return insert (force);
2671}
2672
2673void
2674object::play_sound (faceidx sound) const
2675{
2676 if (!sound)
2677 return;
2678
2679 if (is_on_map ())
2680 map->play_sound (sound, x, y);
2681 else if (object *pl = in_player ())
2682 pl->contr->play_sound (sound);
2683}
2684
2685void
2686object::say_msg (const char *msg) const
2687{
2688 if (is_on_map ())
2689 map->say_msg (msg, x, y);
2690 else if (object *pl = in_player ())
2691 pl->contr->play_sound (sound);
2692}
2693
2694void
2695object::make_noise ()
2696{
2697 // we do not model noise in the map, so instead put
2698 // a temporary light into the noise source
2699 // could use the map instead, but that's less reliable for our
2700 // goal, which is to make invisibility a bit harder to exploit
2701
2702 // currently only works sensibly for players
2703 if (!is_player ())
2704 return;
2705
2706 // find old force, or create new one
2707 object *force = force_find (shstr_noise_force);
2708
2709 if (force)
2710 force->speed_left = -1.f; // patch old speed up
2711 else
2774 2712 {
2775 field->key = add_refcount(canonical_key); 2713 force = archetype::get (shstr_noise_force);
2776 field->value = add_string(value); 2714
2777 /* Usual prepend-addition. */ 2715 force->slaying = shstr_noise_force;
2778 field->next = op->key_values; 2716 force->stats.food = 1;
2779 op->key_values = field; 2717 force->speed_left = -1.f;
2718
2719 force->set_speed (1.f / 4.f);
2720 force->flag [FLAG_IS_USED_UP] = true;
2721 force->flag [FLAG_APPLIED] = true;
2722
2723 insert (force);
2780 2724 }
2725}
2726
2727void object::change_move_type (MoveType mt)
2728{
2729 if (move_type == mt)
2781 return TRUE; 2730 return;
2782}
2783 2731
2784/* 2732 if (is_on_map ())
2785 * Updates the key in op to value.
2786 *
2787 * If add_key is FALSE, this will only update existing keys,
2788 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key
2790 *
2791 * Returns TRUE on success.
2792 */
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) {
2794 const char * canonical_key = NULL;
2795 int floating_ref = FALSE;
2796 int ret;
2797 2733 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2734 // we are on the map, so handle move_on/off effects
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2735 remove ();
2800 */ 2736 move_type = mt;
2737 map->insert (this, x, y, this);
2801 2738 }
2802 canonical_key = find_string(key); 2739 else
2803 if (canonical_key == NULL) { 2740 move_type = mt;
2804 canonical_key = add_string(key); 2741}
2805 floating_ref = TRUE; 2742
2806 } 2743/* object should be a player.
2807 2744 * we return the object the player has marked with the 'mark' command
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2745 * below. If no match is found (or object has changed), we return
2809 2746 * NULL. We leave it up to the calling function to print messages if
2810 if (floating_ref) { 2747 * nothing is found.
2811 free_string(canonical_key); 2748 */
2812 } 2749object *
2813 2750object::mark () const
2751{
2752 if (contr && contr->mark && contr->mark->env == this)
2753 return contr->mark;
2754 else
2814 return ret; 2755 return 0;
2815} 2756}
2757

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