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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 1.199 by root, Thu Nov 8 19:43:23 2007 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <support@deliantra.net>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 26 variable. */
32#include <global.h> 27#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 28#include <stdio.h>
35#include <sys/types.h> 29#include <sys/types.h>
36#include <sys/uio.h> 30#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 31#include <object.h>
39#include <funcpoint.h> 32#include <funcpoint.h>
40#include <skills.h> 33#include <sproto.h>
41#include <loader.h> 34#include <loader.h>
42#ifdef MEMORY_DEBUG 35
43int nroffreeobjects = 0; 36#include <bitset>
37
44int nrofallocobjects = 0; 38int nrofallocobjects = 0;
45#undef OBJ_EXPAND 39static UUID uuid;
46#define OBJ_EXPAND 1 40const uint64 UUID_SKIP = 1<<19;
47#else
48object objarray[STARTMAX]; /* All objects, allocated this way at first */
49int nroffreeobjects = STARTMAX; /* How many OBs allocated and free (free) */
50int nrofallocobjects = STARTMAX; /* How many OBs allocated (free + used) */
51#endif
52 41
53object *objects; /* Pointer to the list of used objects */ 42objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 43activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 44
57short freearr_x[SIZEOFFREE]= 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
58 {0,0,1,1,1,0,-1,-1,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2,-2,-2,-2,-1,
59 0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3,-3,-3,-3,-3,-2,-1}; 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
60short freearr_y[SIZEOFFREE]= 47};
61 {0,-1,-1,0,1,1,1,0,-1,-2,-2,-2,-1,0,1,2,2,2,2,2,1,0,-1,-2,-2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
62 -3,-3,-3,-3,-2,-1,0,1,2,3,3,3,3,3,3,3,2,1,0,-1,-2,-3,-3,-3}; 49 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
63int maxfree[SIZEOFFREE]= 50};
64 {0,9,10,13,14,17,18,21,22,25,26,27,30,31,32,33,36,37,39,39,42,43,44,45, 51int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
65 48,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49,49}; 52 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
53};
66int freedir[SIZEOFFREE]= { 54int freedir[SIZEOFFREE] = {
67 0,1,2,3,4,5,6,7,8,1,2,2,2,3,4,4,4,5,6,6,6,7,8,8,8, 55 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
68 1,2,2,2,2,2,3,4,4,4,4,4,5,6,6,6,6,6,7,8,8,8,8,8}; 56 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
57};
69 58
59static void
60write_uuid (void)
61{
62 char filename1[MAX_BUF], filename2[MAX_BUF];
63
64 sprintf (filename1, "%s/uuid", settings.localdir);
65 sprintf (filename2, "%s/uuid~", settings.localdir);
66
67 FILE *fp;
68
69 if (!(fp = fopen (filename2, "w")))
70 {
71 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
72 return;
73 }
74
75 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
76 fclose (fp);
77 rename (filename2, filename1);
78}
79
80static void
81read_uuid (void)
82{
83 char filename[MAX_BUF];
84
85 sprintf (filename, "%s/uuid", settings.localdir);
86
87 FILE *fp;
88
89 if (!(fp = fopen (filename, "r")))
90 {
91 if (errno == ENOENT)
92 {
93 LOG (llevInfo, "RESET uid to 1\n");
94 uuid.seq = 0;
95 write_uuid ();
96 return;
97 }
98
99 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
100 _exit (1);
101 }
102
103 int version;
104 unsigned long long uid;
105 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
106 {
107 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
108 _exit (1);
109 }
110
111 uuid.seq = uid;
112 write_uuid ();
113 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
114 fclose (fp);
115}
116
117UUID
118gen_uuid ()
119{
120 UUID uid;
121
122 uid.seq = ++uuid.seq;
123
124 if (!(uuid.seq & (UUID_SKIP - 1)))
125 write_uuid ();
126
127 return uid;
128}
129
130void
131init_uuid ()
132{
133 read_uuid ();
134}
70 135
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 136/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
137static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 138compare_ob_value_lists_one (const object *wants, const object *has)
139{
73 key_value * wants_field; 140 key_value *wants_field;
74 141
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 142 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both
76 * objects with lists are rare, and lists stay short. If not, use a 143 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 144 * different structure or at least keep the lists sorted...
78 */ 145 */
79 146
80 /* For each field in wants, */ 147 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 148 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
149 {
82 key_value * has_field; 150 key_value *has_field;
83 151
84 /* Look for a field in has with the same key. */ 152 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 153 has_field = get_ob_key_link (has, wants_field->key);
154
155 if (has_field == NULL)
86 156 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 157 /* No field with that name. */
89 return FALSE; 158 return FALSE;
90 }
91 159 }
160
92 /* Found the matching field. */ 161 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 162 if (has_field->value != wants_field->value)
163 {
94 /* Values don't match, so this half of the comparison is false. */ 164 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 165 return FALSE;
96 } 166 }
97 167
98 /* If we get here, we found a match. Now for the next field in wants. */ 168 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 169 }
170
101 /* If we get here, every field in wants has a matching field in has. */ 171 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 172 return TRUE;
103} 173}
104 174
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 175/* Returns TRUE if ob1 has the same key_values as ob2. */
176static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 177compare_ob_value_lists (const object *ob1, const object *ob2)
178{
107 /* However, there may be fields in has which aren't partnered in wants, 179 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 180 * so we need to run the comparison *twice*. :(
109 */ 181 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 182 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 183}
112 184
113/* Function examines the 2 objects given to it, and returns true if 185/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 186 * they can be merged together.
115 * 187 *
116 * Note that this function appears a lot longer than the macro it 188 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 189 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 190 * reduce this to the same efficiency.
119 * 191 *
120 * Check nrof variable *before* calling CAN_MERGE() 192 * Check nrof variable *before* calling can_merge()
121 * 193 *
122 * Improvements made with merge: Better checking on potion, and also 194 * Improvements made with merge: Better checking on potion, and also
123 * check weight 195 * check weight
124 */ 196 */
125 197bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 198{
127
128 /* A couple quicksanity checks */ 199 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 200 if (ob1 == ob2
130 201 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 202 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 203 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 204 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 205 return 0;
138 206
207 //TODO: this ain't working well, use nicer and correct overflow check
139 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 208 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
140 * value could not be stored in a sint32 (which unfortunately sometimes is 209 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 210 * used to store nrof).
142 */ 211 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 212 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 213 return 0;
145 214
146 /* This is really a spellbook check - really, we should
147 * check all objects in the inventory.
148 */
149 if (ob1->inv || ob2->inv) {
150 /* if one object has inventory but the other doesn't, not equiv */
151 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) return 0;
152
153 /* Now check to see if the two inventory objects could merge */
154 if (!CAN_MERGE(ob1->inv, ob2->inv)) return 0;
155
156 /* inventory ok - still need to check rest of this object to see
157 * if it is valid.
158 */
159 }
160
161 /* If the objects have been identified, set the BEEN_APPLIED flag. 215 /* If the objects have been identified, set the BEEN_APPLIED flag.
162 * This is to the comparison of the flags below will be OK. We 216 * This is to the comparison of the flags below will be OK. We
163 * just can't ignore the been applied or identified flags, as they 217 * just can't ignore the been applied or identified flags, as they
164 * are not equal - just if it has been identified, the been_applied 218 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 219 * flags lose any meaning.
166 */ 220 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 221 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 222 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 223
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 224 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 225 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 226
173 227 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
174 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 228 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 229 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 230 || ob1->title != ob2->title
177 */ 231 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 232 || ob1->weight != ob2->weight
179 (ob1->flags[0] != ob2->flags[0]) ||
180 (ob1->flags[1] != ob2->flags[1]) ||
181 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~ 0x400000)) ||
182 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
183 (ob1->name != ob2->name) ||
184 (ob1->title != ob2->title) ||
185 (ob1->msg != ob2->msg) ||
186 (ob1->weight != ob2->weight) ||
187 (memcmp(&ob1->resist, &ob2->resist, sizeof(ob1->resist))!=0) || 233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 235 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 236 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 237 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 238 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 239 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 240 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 241 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 242 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 243 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 244 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 245 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 246 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 247 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 248 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 249 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 250 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 251 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 252 return 0;
208 253
254 /* This is really a spellbook check - really, we should
255 * check all objects in the inventory.
256 */
257 if (ob1->inv || ob2->inv)
258 {
259 if (!(ob1->inv && ob2->inv))
260 return 0; /* inventories differ in length */
261
262 if (ob1->inv->below || ob2->inv->below)
263 return 0; /* more than one object in inv */
264
265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; /* inventory objexts differ */
267
268 /* inventory ok - still need to check rest of this object to see
269 * if it is valid.
270 */
271 }
272
209 /* Don't merge objects that are applied. With the new 'body' code, 273 /* 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 274 * 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. 275 * some items equipped, and we don't want those to merge.
212 */ 276 */
213 if (QUERY_FLAG(ob1, FLAG_APPLIED) || QUERY_FLAG(ob2, FLAG_APPLIED)) 277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED))
214 return 0; 278 return 0;
215 279
280 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster
282 * check?
283 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
285 return 0;
286
216 switch (ob1->type) { 287 switch (ob1->type)
288 {
217 case SCROLL: 289 case SCROLL:
218 if (ob1->level != ob2->level) return 0; 290 if (ob1->level != ob2->level)
291 return 0;
219 break; 292 break;
220
221 } 293 }
294
222 if (ob1->key_values != NULL || ob2->key_values != NULL) { 295 if (ob1->key_values != NULL || ob2->key_values != NULL)
296 {
223 /* At least one of these has key_values. */ 297 /* At least one of these has key_values. */
224 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) { 298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL))
225 /* One has fields, but the other one doesn't. */ 299 /* One has fields, but the other one doesn't. */
300 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 }
304
305 if (ob1->self || ob2->self)
306 {
307 ob1->optimise ();
308 ob2->optimise ();
309
310 if (ob1->self || ob2->self)
311 {
312 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
313 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
314
315 if (k1 != k2)
226 return 0; 316 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 317 else if (k1 == 0)
318 return 1;
319 else if (!cfperl_can_merge (ob1, ob2))
228 return 0; 320 return 0;
229 } 321 }
230 } 322 }
231 323
232 /* Everything passes, must be OK. */ 324 /* Everything passes, must be OK. */
233 return 1; 325 return 1;
234} 326}
235 327
236/* 328/*
237 * sum_weight() is a recursive function which calculates the weight 329 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 330 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 331 * containers are carrying, and sums it up.
240 */ 332 */
241signed long sum_weight(object *op) { 333long
334sum_weight (object *op)
335{
242 signed long sum; 336 long sum;
243 object *inv; 337 object *inv;
338
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 339 for (sum = 0, inv = op->inv; inv; inv = inv->below)
340 {
245 if (inv->inv) 341 if (inv->inv)
246 sum_weight(inv); 342 sum_weight (inv);
343
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 344 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 345 }
346
249 if (op->type == CONTAINER && op->stats.Str) 347 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 348 sum = (sum * (100 - op->stats.Str)) / 100;
349
251 if(op->carrying != sum) 350 if (op->carrying != sum)
252 op->carrying = sum; 351 op->carrying = sum;
352
253 return sum; 353 return sum;
254} 354}
255 355
256/** 356/**
257 * Return the outermost environment object for a given object. 357 * Return the outermost environment object for a given object.
258 */ 358 */
259 359
360object *
260object *object_get_env_recursive (object *op) { 361object_get_env_recursive (object *op)
362{
261 while (op->env != NULL) 363 while (op->env != NULL)
262 op = op->env; 364 op = op->env;
263 return op; 365 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} 366}
278 367
279/* 368/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 369 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 370 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 371 * The result of the dump is stored in the static global errmsg array.
283 */ 372 */
284 373char *
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) { 374dump_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{ 375{
340 char *cp; 376 if (!op)
377 return strdup ("[NULLOBJ]");
341 378
342 if(op==NULL) 379 object_freezer freezer;
343 { 380 op->write (freezer);
344 strcpy(outstr,"[NULL pointer]"); 381 return freezer.as_string ();
345 return;
346 }
347 outstr[0]='\0';
348
349 if(op->arch!=NULL)
350 {
351 strcat(outstr,"arch ");
352 strcat(outstr,op->arch->name?op->arch->name:"(null)");
353 strcat(outstr,"\n");
354 if((cp=get_ob_diff(op,&empty_archetype->clone))!=NULL)
355 strcat(outstr,cp);
356 strcat(outstr,"end\n");
357 }
358 else
359 {
360 strcat(outstr,"Object ");
361 if (op->name==NULL)
362 strcat(outstr, "(null)");
363 else
364 strcat(outstr,op->name);
365 strcat(outstr,"\n");
366 strcat(outstr,"end\n");
367 }
368}
369
370/*
371 * This is really verbose...Can be triggered by the P key while in DM mode.
372 * All objects are dumped to stderr (or alternate logfile, if in server-mode)
373 */
374
375void dump_all_objects(void) {
376 object *op;
377 for(op=objects;op!=NULL;op=op->next) {
378 dump_object(op);
379 fprintf(logfile, "Object %d\n:%s\n", op->count, errmsg);
380 }
381} 382}
382 383
383/* 384/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 385 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 386 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 387 * If it's not a multi-object, it is returned.
387 */ 388 */
388 389object *
389object *get_nearest_part(object *op, const object *pl) { 390get_nearest_part (object *op, const object *pl)
391{
390 object *tmp,*closest; 392 object *tmp, *closest;
391 int last_dist,i; 393 int last_dist, i;
394
392 if(op->more==NULL) 395 if (op->more == NULL)
393 return op; 396 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 397 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 398 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 399 closest = tmp, last_dist = i;
397 return closest; 400 return closest;
398} 401}
399 402
400/* 403/*
401 * Returns the object which has the count-variable equal to the argument. 404 * Returns the object which has the count-variable equal to the argument.
402 */ 405 */
403 406object *
404object *find_object(tag_t i) { 407find_object (tag_t i)
405 object *op; 408{
406 for(op=objects;op!=NULL;op=op->next) 409 for_all_objects (op)
407 if(op->count==i) 410 if (op->count == i)
408 break;
409 return op; 411 return op;
412
413 return 0;
410} 414}
411 415
412/* 416/*
413 * Returns the first object which has a name equal to the argument. 417 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 418 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 419 * Enables features like "patch <name-of-other-player> food 999"
416 */ 420 */
417 421object *
418object *find_object_name(const char *str) { 422find_object_name (const char *str)
419 const char *name=add_string(str); 423{
424 shstr_cmp str_ (str);
420 object *op; 425 object *op;
421 for(op=objects;op!=NULL;op=op->next) 426
427 for_all_objects (op)
422 if(op->name==name) 428 if (op->name == str_)
423 break; 429 break;
424 free_string(name); 430
425 return op; 431 return op;
426} 432}
427 433
434void
428void free_all_object_data(void) { 435free_all_object_data ()
429#ifdef MEMORY_DEBUG
430 object *op, *next;
431
432 for (op=free_objects; op!=NULL; ) {
433 next=op->next;
434 free(op);
435 nrofallocobjects--;
436 nroffreeobjects--;
437 op=next;
438 }
439#endif
440 LOG(llevDebug,"%d allocated objects, %d free objects, STARMAX=%d\n",
441 nrofallocobjects, nroffreeobjects,STARTMAX);
442}
443
444/*
445 * Returns the object which this object marks as being the owner.
446 * A id-scheme is used to avoid pointing to objects which have been
447 * freed and are now reused. If this is detected, the owner is
448 * set to NULL, and NULL is returned.
449 * Changed 2004-02-12 - if the player is setting at the play again
450 * prompt, he is removed, and we don't want to treat him as an owner of
451 * anything, so check removed flag. I don't expect that this should break
452 * anything - once an object is removed, it is basically dead anyways.
453 */
454
455object *get_owner(object *op) {
456 if(op->owner==NULL)
457 return NULL;
458
459 if (!QUERY_FLAG(op->owner,FLAG_FREED) && !QUERY_FLAG(op->owner, FLAG_REMOVED) &&
460 op->owner->count==op->ownercount)
461 return op->owner;
462
463 op->owner=NULL;
464 op->ownercount=0;
465 return NULL;
466}
467
468void clear_owner(object *op)
469{ 436{
470 if (!op) return; 437 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
471
472 if (op->owner && op->ownercount == op->owner->count)
473 op->owner->refcount--;
474
475 op->owner = NULL;
476 op->ownercount = 0;
477} 438}
478
479
480 439
481/* 440/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 441 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 442 * skill and experience objects.
484 */ 443 * 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 */ 444 */
529 if (clone->type == PLAYER) owner=clone; 445void
530 else return; 446object::set_owner (object *owner)
447{
448 // allow objects which own objects
449 if (owner)
450 while (owner->owner)
451 owner = owner->owner;
452
453 if (flag [FLAG_FREED])
531 } 454 {
532 set_owner(op, owner); 455 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
456 return;
457 }
533 458
459 this->owner = owner;
534} 460}
535 461
536/* 462int
537 * Resets vital variables in an object 463object::slottype () const
538 */ 464{
465 if (type == SKILL)
466 {
467 if (IS_COMBAT_SKILL (subtype)) return slot_combat;
468 if (IS_RANGED_SKILL (subtype)) return slot_ranged;
469 }
470 else
471 {
472 if (slot [body_combat].info) return slot_combat;
473 if (slot [body_range ].info) return slot_ranged;
474 }
475
476 return slot_none;
477}
539 478
540void reset_object(object *op) { 479bool
480object::change_weapon (object *ob)
481{
482 if (current_weapon == ob)
483 return true;
541 484
542 op->name = NULL; 485 if (chosen_skill)
543 op->name_pl = NULL; 486 chosen_skill->flag [FLAG_APPLIED] = false;
544 op->title = NULL; 487
545 op->race = NULL; 488 current_weapon = ob;
546 op->slaying = NULL; 489 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
547 op->skill = NULL; 490
548 op->msg = NULL; 491 if (chosen_skill)
549 op->materialname = NULL; 492 chosen_skill->flag [FLAG_APPLIED] = true;
550 op->lore = NULL; 493
551 op->current_weapon_script = NULL; 494 update_stats ();
552 clear_object(op); 495
496 if (ob)
497 {
498 // now check wether any body locations became invalid, in which case
499 // we cannot apply the weapon at the moment.
500 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
501 if (slot[i].used < 0)
502 {
503 current_weapon = chosen_skill = 0;
504 update_stats ();
505
506 new_draw_info_format (NDI_UNIQUE, 0, this,
507 "You try to balance all your items at once, "
508 "but the %s is just too much for your body. "
509 "[You need to unapply some items first.]", &ob->name);
510 return false;
511 }
512
513 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
514 }
515 else
516 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
517
518 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL)
519 {
520 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s",
521 &name, ob->debug_desc ());
522 return false;
523 }
524
525 return true;
553} 526}
554 527
555/* Zero the key_values on op, decrementing the shared-string 528/* Zero the key_values on op, decrementing the shared-string
556 * refcounts and freeing the links. 529 * refcounts and freeing the links.
557 */ 530 */
531static void
558static void free_key_values(object * op) { 532free_key_values (object *op)
559 key_value * i; 533{
560 key_value * next = NULL; 534 for (key_value *i = op->key_values; i; )
561 535 {
562 if (op->key_values == NULL) return; 536 key_value *next = i->next;
537 delete i;
538
539 i = next;
563 540 }
564 for (i = op->key_values; i != NULL; i = next) { 541
565 /* Store next *first*. */ 542 op->key_values = 0;
566 next = i->next; 543}
544
545object &
546object::operator =(const object &src)
547{
548 bool is_freed = flag [FLAG_FREED];
549 bool is_removed = flag [FLAG_REMOVED];
550
551 *(object_copy *)this = src;
552
553 flag [FLAG_FREED] = is_freed;
554 flag [FLAG_REMOVED] = is_removed;
555
556 /* Copy over key_values, if any. */
557 if (src.key_values)
558 {
559 key_value *tail = 0;
560 key_values = 0;
561
562 for (key_value *i = src.key_values; i; i = i->next)
567 563 {
568 if (i->key) FREE_AND_CLEAR_STR(i->key); 564 key_value *new_link = new key_value;
569 if (i->value) FREE_AND_CLEAR_STR(i->value); 565
570 i->next = NULL; 566 new_link->next = 0;
571 free(i); 567 new_link->key = i->key;
572 } 568 new_link->value = i->value;
569
570 /* Try and be clever here, too. */
571 if (!key_values)
572 {
573 key_values = new_link;
574 tail = new_link;
575 }
576 else
577 {
578 tail->next = new_link;
579 tail = new_link;
580 }
581 }
573 582 }
574 op->key_values = NULL;
575} 583}
576 584
577
578/* 585/*
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, 586 * copy_to first frees everything allocated by the dst object,
654 * and then copies the contends of the first object into the second 587 * and then copies the contents of itself into the second
655 * object, allocating what needs to be allocated. Basically, any 588 * object, allocating what needs to be allocated. Basically, any
656 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 589 * 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 590 * if the first object is freed, the pointers in the new object
658 * will point at garbage. 591 * will point at garbage.
659 */ 592 */
593void
594object::copy_to (object *dst)
595{
596 *dst = *this;
660 597
661void copy_object(object *op2, object *op) { 598 if (speed < 0)
662 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 599 dst->speed_left -= rndm ();
663 event *evt, *evt2, *evt_new;
664 600
665 op->clear (); 601 dst->set_speed (dst->speed);
666
667 /* Decrement the refcounts, but don't bother zeroing the fields;
668 they'll be overwritten by memcpy. */
669 if(op->name!=NULL) free_string(op->name);
670 if(op->name_pl!=NULL) free_string(op->name_pl);
671 if(op->title!=NULL) free_string(op->title);
672 if(op->race!=NULL) free_string(op->race);
673 if(op->slaying!=NULL) free_string(op->slaying);
674 if(op->skill!=NULL) free_string(op->skill);
675 if(op->msg!=NULL) free_string(op->msg);
676 if(op->lore!=NULL) free_string(op->lore);
677 if(op->materialname != NULL) free_string(op->materialname);
678 if(op->custom_name != NULL) free_string(op->custom_name);
679
680 /* Basically, same code as from clear_object() */
681 for (evt = op->events; evt; evt=evt2) {
682 evt2 = evt->next;
683
684 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
685 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
686 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
687
688 free(evt);
689 }
690 op->events = NULL;
691
692 free_key_values(op);
693
694 *(object_special *)op = *(object_special *)op2;
695 op2->clone (op);
696
697 if(is_freed) SET_FLAG(op,FLAG_FREED);
698 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
699 if(op->name!=NULL) add_refcount(op->name);
700 if(op->name_pl!=NULL) add_refcount(op->name_pl);
701 if(op->title!=NULL) add_refcount(op->title);
702 if(op->race!=NULL) add_refcount(op->race);
703 if(op->slaying!=NULL) add_refcount(op->slaying);
704 if(op->skill!=NULL) add_refcount(op->skill);
705 if(op->lore!=NULL) add_refcount(op->lore);
706 if(op->msg!=NULL) add_refcount(op->msg);
707 if(op->custom_name!=NULL) add_refcount(op->custom_name);
708 if (op->materialname != NULL) add_refcount(op->materialname);
709
710 if((op2->speed<0) && !editor)
711 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
712
713 /* Copy over event information */
714 evt2 = NULL;
715 for (evt = op2->events; evt; evt=evt->next) {
716 evt_new = (event *) malloc(sizeof(event));
717 memcpy(evt_new, evt, sizeof(event));
718 if (evt_new->hook) add_refcount(evt_new->hook);
719 if (evt_new->plugin) add_refcount(evt_new->plugin);
720 if (evt_new->options) add_refcount(evt_new->options);
721 evt_new->next = NULL;
722
723 /* Try to be a little clever here, and store away the
724 * last event we copied, so that its simpler to update the
725 * pointer.
726 */
727 if (evt2)
728 evt2->next = evt_new;
729 else
730 op->events = evt_new;
731
732 evt2 = evt_new;
733 }
734 /* Copy over key_values, if any. */
735 if (op2->key_values != NULL) {
736 key_value * tail = NULL;
737 key_value * i;
738
739 op->key_values = NULL;
740
741 for (i = op2->key_values; i != NULL; i = i->next) {
742 key_value * new_link = (key_value *) malloc(sizeof(key_value));
743
744 new_link->next = NULL;
745 new_link->key = add_refcount(i->key);
746 if (i->value)
747 new_link->value = add_refcount(i->value);
748 else
749 new_link->value = NULL;
750
751 /* Try and be clever here, too. */
752 if (op->key_values == NULL) {
753 op->key_values = new_link;
754 tail = new_link;
755 } else {
756 tail->next = new_link;
757 tail = new_link;
758 }
759 }
760 }
761
762 update_ob_speed(op);
763} 602}
764 603
765/* 604void
766 * expand_objects() allocates more objects for the list of unused objects. 605object::instantiate ()
767 * It is called from get_object() if the unused list is empty. 606{
768 */ 607 if (!uuid.seq) // HACK
608 uuid = gen_uuid ();
769 609
770void expand_objects(void) { 610 speed_left = -0.1f;
771 int i; 611 /* copy the body_info to the body_used - this is only really
772 object *obj; 612 * need for monsters, but doesn't hurt to do it for everything.
773 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object)); 613 * by doing so, when a monster is created, it has good starting
774 614 * values for the body_used info, so when items are created
775 if(obj==NULL) 615 * for it, they can be properly equipped.
776 fatal(OUT_OF_MEMORY);
777 free_objects=obj;
778 obj[0].prev=NULL;
779 obj[0].next= &obj[1],
780 SET_FLAG(&(obj[0]), FLAG_REMOVED);
781 SET_FLAG(&(obj[0]), FLAG_FREED);
782
783 for(i=1;i<OBJ_EXPAND-1;i++) {
784 obj[i].next= &obj[i+1],
785 obj[i].prev= &obj[i-1],
786 SET_FLAG(&(obj[i]), FLAG_REMOVED);
787 SET_FLAG(&(obj[i]), FLAG_FREED);
788 }
789 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
790 obj[OBJ_EXPAND-1].next=NULL,
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
792 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
793
794 nrofallocobjects += OBJ_EXPAND;
795 nroffreeobjects += OBJ_EXPAND;
796}
797
798/*
799 * get_object() grabs an object from the list of unused objects, makes
800 * sure it is initialised, and returns it.
801 * If there are no free objects, expand_objects() is called to get more.
802 */
803
804object *get_object(void) {
805 object *op;
806
807 if(free_objects==NULL) {
808 expand_objects();
809 }
810 op=free_objects;
811#ifdef MEMORY_DEBUG
812 /* The idea is hopefully by doing a realloc, the memory
813 * debugging program will now use the current stack trace to
814 * report leaks.
815 */ 616 */
816 op = realloc(op, sizeof(object)); 617 for (int i = NUM_BODY_LOCATIONS; i--; )
817 SET_FLAG(op, FLAG_REMOVED); 618 slot[i].used = slot[i].info;
818 SET_FLAG(op, FLAG_FREED);
819#endif
820 619
821 if(!QUERY_FLAG(op,FLAG_FREED)) { 620 attachable::instantiate ();
822 LOG(llevError,"Fatal: Getting busy object.\n"); 621}
823 } 622
824 free_objects=op->next; 623object *
825 if(free_objects!=NULL) 624object::clone ()
826 free_objects->prev=NULL; 625{
827 op->count= ++ob_count; 626 object *neu = create ();
828 op->name=NULL; 627 copy_to (neu);
829 op->name_pl=NULL;
830 op->title=NULL;
831 op->race=NULL;
832 op->slaying=NULL;
833 op->skill = NULL;
834 op->lore=NULL;
835 op->msg=NULL;
836 op->materialname=NULL;
837 op->next=objects;
838 op->prev=NULL;
839 op->active_next = NULL;
840 op->active_prev = NULL;
841 if(objects!=NULL)
842 objects->prev=op;
843 objects=op;
844 clear_object(op);
845 SET_FLAG(op,FLAG_REMOVED);
846 nroffreeobjects--;
847 return op; 628 return neu;
848} 629}
849 630
850/* 631/*
851 * If an object with the IS_TURNABLE() flag needs to be turned due 632 * 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 633 * 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. 634 * be called to update the face variable, _and_ how it looks on the map.
854 */ 635 */
855 636void
856void update_turn_face(object *op) { 637update_turn_face (object *op)
638{
857 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 639 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
858 return; 640 return;
641
859 SET_ANIMATION(op, op->direction); 642 SET_ANIMATION (op, op->direction);
860 update_object(op,UP_OBJ_FACE); 643 update_object (op, UP_OBJ_FACE);
861} 644}
862 645
863/* 646/*
864 * Updates the speed of an object. If the speed changes from 0 to another 647 * 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. 648 * 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. 649 * This function needs to be called whenever the speed of an object changes.
867 */ 650 */
868 651void
869void update_ob_speed(object *op) { 652object::set_speed (float speed)
870 extern int arch_init; 653{
871 654 if (flag [FLAG_FREED] && speed)
872 /* No reason putting the archetypes objects on the speed list, 655 {
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); 656 LOG (llevError, "Object %s is freed but has speed.\n", &name);
878#ifdef MANY_CORES 657 speed = 0;
879 abort();
880#else
881 op->speed = 0;
882#endif
883 } 658 }
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;
891 659
892 /* process_events() expects us to insert the object at the beginning 660 this->speed = speed;
893 * of the list. */ 661
894 op->active_next = active_objects; 662 if (has_active_speed ())
895 if (op->active_next!=NULL) 663 activate ();
896 op->active_next->active_prev = op;
897 active_objects = op;
898 }
899 else { 664 else
900 /* If not on the active list, nothing needs to be done */ 665 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} 666}
918 667
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/* 668/*
948 * update_object() updates the array which represents the map. 669 * update_object() updates the the map.
949 * It takes into account invisible objects (and represent squares covered 670 * It takes into account invisible objects (and represent squares covered
950 * by invisible objects by whatever is below them (unless it's another 671 * by invisible objects by whatever is below them (unless it's another
951 * invisible object, etc...) 672 * invisible object, etc...)
952 * If the object being updated is beneath a player, the look-window 673 * 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 674 * of that player is updated (this might be a suboptimal way of
954 * updating that window, though, since update_object() is called _often_) 675 * updating that window, though, since update_object() is called _often_)
955 * 676 *
956 * action is a hint of what the caller believes need to be done. 677 * 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: 678 * current action are:
962 * UP_OBJ_INSERT: op was inserted 679 * UP_OBJ_INSERT: op was inserted
963 * UP_OBJ_REMOVE: op was removed 680 * UP_OBJ_REMOVE: op was removed
964 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 681 * 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. 682 * as that is easier than trying to look at what may have changed.
966 * UP_OBJ_FACE: only the objects face has changed. 683 * UP_OBJ_FACE: only the objects face has changed.
967 */ 684 */
968 685void
969void update_object(object *op, int action) { 686update_object (object *op, int action)
970 int update_now=0, flags; 687{
971 MoveType move_on, move_off, move_block, move_slow;
972
973 if (op == NULL) { 688 if (op == NULL)
689 {
974 /* this should never happen */ 690 /* this should never happen */
975 LOG(llevDebug,"update_object() called for NULL object.\n"); 691 LOG (llevDebug, "update_object() called for NULL object.\n");
976 return; 692 return;
977 }
978 693 }
979 if(op->env!=NULL) { 694
695 if (op->env)
696 {
980 /* Animation is currently handled by client, so nothing 697 /* Animation is currently handled by client, so nothing
981 * to do in this case. 698 * to do in this case.
982 */ 699 */
983 return; 700 return;
984 } 701 }
985 702
986 /* If the map is saving, don't do anything as everything is 703 /* If the map is saving, don't do anything as everything is
987 * going to get freed anyways. 704 * going to get freed anyways.
988 */ 705 */
989 if (!op->map || op->map->in_memory == MAP_SAVING) return; 706 if (!op->map || op->map->in_memory == MAP_SAVING)
990 707 return;
708
991 /* make sure the object is within map boundaries */ 709 /* make sure the object is within map boundaries */
992 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 710 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)) { 711 {
994 LOG(llevError,"update_object() called for object out of map!\n"); 712 LOG (llevError, "update_object() called for object out of map!\n");
995#ifdef MANY_CORES 713#ifdef MANY_CORES
996 abort(); 714 abort ();
997#endif 715#endif
998 return; 716 return;
999 }
1000 717 }
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 718
719 mapspace &m = op->ms ();
720
721 if (!(m.flags_ & P_UPTODATE))
722 /* nop */;
1008 if (action == UP_OBJ_INSERT) { 723 else if (action == UP_OBJ_INSERT)
724 {
725 // this is likely overkill, TODO: revisit (schmorp)
1009 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 726 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1010 update_now=1;
1011
1012 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 727 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1013 update_now=1; 728 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1014 729 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
730 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1015 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 731 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1016 update_now=1; 732 || (m.move_on | op->move_on ) != m.move_on
1017 733 || (m.move_off | op->move_off ) != m.move_off
1018 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 734 || (m.move_slow | op->move_slow) != m.move_slow
1019 update_now=1;
1020
1021 if ((move_on | op->move_on) != move_on) update_now=1;
1022 if ((move_off | op->move_off) != move_off) update_now=1;
1023 /* This isn't perfect, but I don't expect a lot of objects to 735 /* This isn't perfect, but I don't expect a lot of objects to
1024 * to have move_allow right now. 736 * to have move_allow right now.
1025 */ 737 */
1026 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 738 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1027 update_now=1; 739 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1028 if ((move_slow | op->move_slow) != move_slow) update_now=1; 740 m.flags_ = 0;
1029 } 741 }
1030 /* if the object is being removed, we can't make intelligent 742 /* if the object is being removed, we can't make intelligent
1031 * decisions, because remove_ob can't really pass the object 743 * decisions, because remove_ob can't really pass the object
1032 * that is being removed. 744 * that is being removed.
1033 */ 745 */
1034 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 746 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1035 update_now=1; 747 m.flags_ = 0;
1036 } else if (action == UP_OBJ_FACE) { 748 else if (action == UP_OBJ_FACE)
1037 /* Nothing to do for that case */ 749 /* Nothing to do for that case */ ;
1038 }
1039 else { 750 else
1040 LOG(llevError,"update_object called with invalid action: %d\n", action); 751 LOG (llevError, "update_object called with invalid action: %d\n", action);
1041 }
1042 752
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) 753 if (op->more)
1049 update_object(op->more, action); 754 update_object (op->more, action);
1050} 755}
1051 756
757object::object ()
758{
759 SET_FLAG (this, FLAG_REMOVED);
1052 760
1053/* 761 expmul = 1.0;
1054 * free_object() frees everything allocated by an object, removes 762 face = blank_face;
1055 * it from the list of used objects, and puts it on the list of 763}
1056 * free objects. The IS_FREED() flag is set in the object. 764
1057 * The object must have been removed by remove_ob() first for 765object::~object ()
1058 * this function to succeed. 766{
767 unlink ();
768
769 free_key_values (this);
770}
771
772static int object_count;
773
774void object::link ()
775{
776 assert (!index);//D
777 uuid = gen_uuid ();
778 count = ++object_count;
779
780 refcnt_inc ();
781 objects.insert (this);
782}
783
784void object::unlink ()
785{
786 if (!index)
787 return;
788
789 objects.erase (this);
790 refcnt_dec ();
791}
792
793void
794object::activate ()
795{
796 /* If already on active list, don't do anything */
797 if (active)
798 return;
799
800 if (has_active_speed ())
801 actives.insert (this);
802}
803
804void
805object::activate_recursive ()
806{
807 activate ();
808
809 for (object *op = inv; op; op = op->below)
810 op->activate_recursive ();
811}
812
813/* This function removes object 'op' from the list of active
814 * objects.
815 * This should only be used for style maps or other such
816 * reference maps where you don't want an object that isn't
817 * in play chewing up cpu time getting processed.
818 * The reverse of this is to call update_ob_speed, which
819 * will do the right thing based on the speed of the object.
1059 * 820 */
1060 * If free_inventory is set, free inventory as well. Else drop items in 821void
1061 * inventory to the ground. 822object::deactivate ()
1062 */ 823{
824 /* If not on the active list, nothing needs to be done */
825 if (!active)
826 return;
1063 827
1064void free_object(object *ob) { 828 actives.erase (this);
1065 free_object2(ob, 0);
1066} 829}
1067void free_object2(object *ob, int free_inventory) {
1068 object *tmp,*op;
1069 830
1070 ob->clear (); 831void
832object::deactivate_recursive ()
833{
834 for (object *op = inv; op; op = op->below)
835 op->deactivate_recursive ();
1071 836
1072 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 837 deactivate ();
1073 LOG(llevDebug,"Free object called with non removed object\n"); 838}
1074 dump_object(ob); 839
1075#ifdef MANY_CORES 840void
1076 abort(); 841object::set_flag_inv (int flag, int value)
1077#endif 842{
843 for (object *op = inv; op; op = op->below)
1078 } 844 {
1079 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 845 op->flag [flag] = value;
1080 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 846 op->set_flag_inv (flag, value);
1081 remove_friendly_object(ob);
1082 } 847 }
1083 if(QUERY_FLAG(ob,FLAG_FREED)) { 848}
1084 dump_object(ob); 849
1085 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 850/*
1086 return; 851 * Remove and free all objects in the inventory of the given object.
1087 } 852 * object.c ?
1088 if(ob->more!=NULL) { 853 */
1089 free_object2(ob->more, free_inventory); 854void
1090 ob->more=NULL; 855object::destroy_inv (bool drop_to_ground)
1091 } 856{
1092 if (ob->inv) { 857 // need to check first, because the checks below might segfault
858 // as we might be on an invalid mapspace and crossfire code
859 // is too buggy to ensure that the inventory is empty.
860 // corollary: if you create arrows etc. with stuff in tis inventory,
861 // cf will crash below with off-map x and y
862 if (!inv)
863 return;
864
1093 /* Only if the space blocks everything do we not process - 865 /* Only if the space blocks everything do we not process -
1094 * if some form of movemnt is allowed, let objects 866 * if some form of movement is allowed, let objects
1095 * drop on that space. 867 * drop on that space.
1096 */ 868 */
1097 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 869 if (!drop_to_ground
1098 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 870 || !map
1099 { 871 || map->in_memory != MAP_IN_MEMORY
1100 op=ob->inv; 872 || map->nodrop
1101 while(op!=NULL) { 873 || ms ().move_block == MOVE_ALL)
1102 tmp=op->below; 874 {
1103 remove_ob(op); 875 while (inv)
1104 free_object2(op, free_inventory); 876 {
1105 op=tmp; 877 inv->destroy_inv (drop_to_ground);
878 inv->destroy ();
879 }
1106 } 880 }
1107 } 881 else
1108 else { /* Put objects in inventory onto this space */ 882 { /* Put objects in inventory onto this space */
1109 op=ob->inv; 883 while (inv)
1110 while(op!=NULL) { 884 {
1111 tmp=op->below; 885 object *op = inv;
1112 remove_ob(op); 886
1113 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 887 if (op->flag [FLAG_STARTEQUIP]
1114 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 888 || op->flag [FLAG_NO_DROP]
1115 free_object(op); 889 || op->type == RUNE
1116 else { 890 || op->type == TRAP
1117 op->x=ob->x; 891 || op->flag [FLAG_IS_A_TEMPLATE]
1118 op->y=ob->y; 892 || op->flag [FLAG_DESTROY_ON_DEATH])
1119 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 893 op->destroy ();
1120 } 894 else
1121 op=tmp; 895 map->insert (op, x, y);
896 }
1122 } 897 }
1123 } 898}
899
900object *object::create ()
901{
902 object *op = new object;
903 op->link ();
904 return op;
905}
906
907void
908object::do_destroy ()
909{
910 attachable::do_destroy ();
911
912 if (flag [FLAG_IS_LINKED])
913 remove_button_link (this);
914
915 if (flag [FLAG_FRIENDLY])
916 remove_friendly_object (this);
917
918 if (!flag [FLAG_REMOVED])
919 remove ();
920
921 destroy_inv (true);
922
923 deactivate ();
924 unlink ();
925
926 flag [FLAG_FREED] = 1;
927
928 // hack to ensure that freed objects still have a valid map
929 {
930 static maptile *freed_map; // freed objects are moved here to avoid crashes
931
932 if (!freed_map)
933 {
934 freed_map = new maptile;
935
936 freed_map->path = "<freed objects map>";
937 freed_map->name = "/internal/freed_objects_map";
938 freed_map->width = 3;
939 freed_map->height = 3;
940
941 freed_map->alloc ();
942 freed_map->in_memory = MAP_IN_MEMORY;
1124 } 943 }
1125 /* Remove object from the active list */
1126 ob->speed = 0;
1127 update_ob_speed(ob);
1128 944
1129 SET_FLAG(ob, FLAG_FREED); 945 map = freed_map;
1130 ob->count = 0; 946 x = 1;
1131 947 y = 1;
1132 /* Remove this object from the list of used objects */
1133 if(ob->prev==NULL) {
1134 objects=ob->next;
1135 if(objects!=NULL)
1136 objects->prev=NULL;
1137 }
1138 else {
1139 ob->prev->next=ob->next;
1140 if(ob->next!=NULL)
1141 ob->next->prev=ob->prev;
1142 }
1143 948 }
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 949
950 if (more)
1154 951 {
1155 /* Why aren't events freed? */ 952 more->destroy ();
1156 free_key_values(ob); 953 more = 0;
954 }
1157 955
1158#if 0 /* MEMORY_DEBUG*/ 956 head = 0;
1159 /* This is a nice idea. Unfortunately, a lot of the code in crossfire
1160 * presumes the freed_object will stick around for at least a little
1161 * bit
1162 */
1163 /* this is necessary so that memory debugging programs will
1164 * be able to accurately report source of malloc. If we recycle
1165 * objects, then some other area may be doing the get_object
1166 * and not freeing it, but the original one that malloc'd the
1167 * object will get the blame.
1168 */
1169 free(ob);
1170#else
1171 957
1172 /* Now link it with the free_objects list: */ 958 // clear those pointers that likely might cause circular references
1173 ob->prev=NULL; 959 owner = 0;
1174 ob->next=free_objects; 960 enemy = 0;
1175 if(free_objects!=NULL) 961 attacked_by = 0;
1176 free_objects->prev=ob; 962 current_weapon = 0;
1177 free_objects=ob;
1178 nroffreeobjects++;
1179#endif
1180} 963}
1181 964
1182/* 965void
1183 * count_free() returns the number of objects on the list of free objects. 966object::destroy (bool destroy_inventory)
1184 */ 967{
1185 968 if (destroyed ())
1186int count_free(void) {
1187 int i=0;
1188 object *tmp=free_objects;
1189 while(tmp!=NULL)
1190 tmp=tmp->next, i++;
1191 return i; 969 return;
1192}
1193 970
1194/* 971 if (destroy_inventory)
1195 * count_used() returns the number of objects on the list of used objects. 972 destroy_inv (false);
1196 */
1197 973
1198int count_used(void) { 974 if (is_head ())
1199 int i=0; 975 if (sound_destroy)
1200 object *tmp=objects; 976 play_sound (sound_destroy);
1201 while(tmp!=NULL) 977 else if (flag [FLAG_MONSTER])
1202 tmp=tmp->next, i++; 978 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1203 return i;
1204}
1205 979
1206/* 980 attachable::destroy ();
1207 * count_active() returns the number of objects on the list of active objects.
1208 */
1209
1210int count_active(void) {
1211 int i=0;
1212 object *tmp=active_objects;
1213 while(tmp!=NULL)
1214 tmp=tmp->active_next, i++;
1215 return i;
1216} 981}
1217 982
1218/* 983/*
1219 * sub_weight() recursively (outwards) subtracts a number from the 984 * sub_weight() recursively (outwards) subtracts a number from the
1220 * weight of an object (and what is carried by it's environment(s)). 985 * weight of an object (and what is carried by it's environment(s)).
1221 */ 986 */
1222 987void
1223void sub_weight (object *op, signed long weight) { 988sub_weight (object *op, signed long weight)
989{
1224 while (op != NULL) { 990 while (op != NULL)
991 {
1225 if (op->type == CONTAINER) { 992 if (op->type == CONTAINER)
1226 weight=(signed long)(weight*(100-op->stats.Str)/100); 993 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1227 } 994
1228 op->carrying-=weight; 995 op->carrying -= weight;
1229 op = op->env; 996 op = op->env;
1230 } 997 }
1231} 998}
1232 999
1233/* remove_ob(op): 1000/* op->remove ():
1234 * This function removes the object op from the linked list of objects 1001 * 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 1002 * which it is currently tied to. When this function is done, the
1236 * object will have no environment. If the object previously had an 1003 * object will have no environment. If the object previously had an
1237 * environment, the x and y coordinates will be updated to 1004 * environment, the x and y coordinates will be updated to
1238 * the previous environment. 1005 * the previous environment.
1239 * Beware: This function is called from the editor as well!
1240 */ 1006 */
1241 1007void
1242void remove_ob(object *op) { 1008object::do_remove ()
1009{
1243 object *tmp,*last=NULL; 1010 object *tmp, *last = 0;
1244 object *otmp; 1011 object *otmp;
1245 tag_t tag;
1246 int check_walk_off;
1247 mapstruct *m;
1248 sint16 x,y;
1249
1250 1012
1251 if(QUERY_FLAG(op,FLAG_REMOVED)) { 1013 if (QUERY_FLAG (this, FLAG_REMOVED))
1252 dump_object(op); 1014 return;
1253 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1254 1015
1255 /* Changed it to always dump core in this case. As has been learned
1256 * in the past, trying to recover from errors almost always
1257 * make things worse, and this is a real error here - something
1258 * that should not happen.
1259 * Yes, if this was a mission critical app, trying to do something
1260 * to recover may make sense, but that is because failure of the app
1261 * may have other disastrous problems. Cf runs out of a script
1262 * so is easily enough restarted without any real problems.
1263 * MSW 2001-07-01
1264 */
1265 abort();
1266 }
1267 if(op->more!=NULL)
1268 remove_ob(op->more);
1269
1270 SET_FLAG(op, FLAG_REMOVED); 1016 SET_FLAG (this, FLAG_REMOVED);
1017 INVOKE_OBJECT (REMOVE, this);
1271 1018
1019 if (more)
1020 more->remove ();
1021
1272 /* 1022 /*
1273 * In this case, the object to be removed is in someones 1023 * In this case, the object to be removed is in someones
1274 * inventory. 1024 * inventory.
1275 */ 1025 */
1276 if(op->env!=NULL) { 1026 if (env)
1277 if(op->nrof) 1027 {
1028 if (nrof)
1278 sub_weight(op->env, op->weight*op->nrof); 1029 sub_weight (env, weight * nrof);
1279 else 1030 else
1280 sub_weight(op->env, op->weight+op->carrying); 1031 sub_weight (env, weight + carrying);
1281 1032
1282 /* NO_FIX_PLAYER is set when a great many changes are being 1033 /* NO_FIX_PLAYER is set when a great many changes are being
1283 * made to players inventory. If set, avoiding the call 1034 * made to players inventory. If set, avoiding the call
1284 * to save cpu time. 1035 * to save cpu time.
1285 */ 1036 */
1286 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 1037 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1287 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1038 otmp->update_stats ();
1288 fix_player(otmp);
1289 1039
1290 if(op->above!=NULL) 1040 if (above)
1291 op->above->below=op->below; 1041 above->below = below;
1292 else 1042 else
1293 op->env->inv=op->below; 1043 env->inv = below;
1294 1044
1295 if(op->below!=NULL) 1045 if (below)
1296 op->below->above=op->above; 1046 below->above = above;
1297 1047
1298 /* we set up values so that it could be inserted into 1048 /* we set up values so that it could be inserted into
1299 * the map, but we don't actually do that - it is up 1049 * the map, but we don't actually do that - it is up
1300 * to the caller to decide what we want to do. 1050 * 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 */ 1051 */
1052 x = env->x, y = env->y;
1053 map = env->map;
1054 above = 0, below = 0;
1055 env = 0;
1056 }
1057 else if (map)
1058 {
1059 if (type == PLAYER)
1060 {
1061 // leaving a spot always closes any open container on the ground
1062 if (container && !container->env)
1063 // this causes spurious floorbox updates, but it ensures
1064 // that the CLOSE event is being sent.
1065 close_container ();
1334 1066
1067 --map->players;
1068 map->touch ();
1069 }
1070
1071 map->dirty = true;
1072 mapspace &ms = this->ms ();
1073
1335 /* link the object above us */ 1074 /* link the object above us */
1336 if (op->above) 1075 if (above)
1337 op->above->below=op->below; 1076 above->below = below;
1338 else 1077 else
1339 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1078 ms.top = below; /* we were top, set new top */
1340 1079
1341 /* Relink the object below us, if there is one */ 1080 /* Relink the object below us, if there is one */
1342 if(op->below) { 1081 if (below)
1343 op->below->above=op->above; 1082 below->above = above;
1344 } else { 1083 else
1084 {
1345 /* Nothing below, which means we need to relink map object for this space 1085 /* 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 1086 * use translated coordinates in case some oddness with map tiling is
1347 * evident 1087 * evident
1348 */ 1088 */
1349 if(GET_MAP_OB(m,x,y)!=op) { 1089 if (GET_MAP_OB (map, x, y) != this)
1350 dump_object(op);
1351 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1090 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1352 dump_object(GET_MAP_OB(m,x,y));
1353 LOG(llevError,"%s\n",errmsg);
1354 }
1355 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1356 }
1357 op->above=NULL;
1358 op->below=NULL;
1359 1091
1092 ms.bot = above; /* goes on above it. */
1093 }
1094
1095 above = 0;
1096 below = 0;
1097
1360 if (op->map->in_memory == MAP_SAVING) 1098 if (map->in_memory == MAP_SAVING)
1361 return; 1099 return;
1362 1100
1363 tag = op->count; 1101 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 1102
1370 if(tmp->type==PLAYER && tmp!=op) { 1103 if (object *pl = ms.player ())
1104 {
1105 if (pl->container == this)
1371 /* If a container that the player is currently using somehow gets 1106 /* If a container that the player is currently using somehow gets
1372 * removed (most likely destroyed), update the player view 1107 * removed (most likely destroyed), update the player view
1373 * appropriately. 1108 * appropriately.
1374 */ 1109 */
1375 if (tmp->container==op) { 1110 pl->close_container ();
1376 CLEAR_FLAG(op, FLAG_APPLIED); 1111
1377 tmp->container=NULL; 1112 pl->contr->ns->floorbox_update ();
1378 } 1113 }
1379 tmp->contr->socket.update_look=1; 1114
1380 } 1115 for (tmp = ms.bot; tmp; tmp = tmp->above)
1116 {
1117 /* No point updating the players look faces if he is the object
1118 * being removed.
1119 */
1120
1381 /* See if player moving off should effect something */ 1121 /* See if object moving off should effect something */
1382 if (check_walk_off && ((op->move_type & tmp->move_off) && 1122 if (check_walk_off
1123 && ((move_type & tmp->move_off)
1383 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1124 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1125 {
1126 move_apply (tmp, this, 0);
1384 1127
1385 move_apply(tmp, op, NULL); 1128 if (destroyed ())
1386 if (was_destroyed (op, tag)) { 1129 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1387 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1130 }
1388 "leaving object\n", tmp->name, tmp->arch->name);
1389 }
1390 }
1391 1131
1392 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1132 last = tmp;
1133 }
1393 1134
1394 if(tmp->above == tmp)
1395 tmp->above = NULL;
1396 last=tmp;
1397 }
1398 /* last == NULL of there are no objects on this space */ 1135 /* last == NULL if there are no objects on this space */
1399 if (last==NULL) { 1136 //TODO: this makes little sense, why only update the topmost object?
1400 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1137 if (!last)
1401 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1138 map->at (x, y).flags_ = 0;
1402 * those out anyways, and if there are any flags set right now, they won't
1403 * be correct anyways.
1404 */
1405 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1406 update_position(op->map, op->x, op->y);
1407 }
1408 else 1139 else
1409 update_object(last, UP_OBJ_REMOVE); 1140 update_object (last, UP_OBJ_REMOVE);
1410 1141
1411 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1142 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1412 update_all_los(op->map, op->x, op->y); 1143 update_all_los (map, x, y);
1413 1144 }
1414} 1145}
1415 1146
1416/* 1147/*
1417 * merge_ob(op,top): 1148 * merge_ob(op,top):
1418 * 1149 *
1419 * This function goes through all objects below and including top, and 1150 * This function goes through all objects below and including top, and
1420 * merges op to the first matching object. 1151 * merges op to the first matching object.
1421 * If top is NULL, it is calculated. 1152 * If top is NULL, it is calculated.
1422 * Returns pointer to object if it succeded in the merge, otherwise NULL 1153 * Returns pointer to object if it succeded in the merge, otherwise NULL
1423 */ 1154 */
1424 1155object *
1425object *merge_ob(object *op, object *top) { 1156merge_ob (object *op, object *top)
1157{
1426 if(!op->nrof) 1158 if (!op->nrof)
1427 return 0; 1159 return 0;
1428 if(top==NULL) 1160
1161 if (!top)
1429 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1162 for (top = op; top && top->above; top = top->above)
1163 ;
1164
1430 for(;top!=NULL;top=top->below) { 1165 for (; top; top = top->below)
1166 {
1431 if(top==op) 1167 if (top == op)
1432 continue; 1168 continue;
1433 if (CAN_MERGE(op,top)) 1169
1434 { 1170 if (object::can_merge (op, top))
1171 {
1435 top->nrof+=op->nrof; 1172 top->nrof += op->nrof;
1173
1436/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1174/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1437 op->weight = 0; /* Don't want any adjustements now */ 1175 op->weight = 0; /* Don't want any adjustements now */
1438 remove_ob(op); 1176 op->destroy ();
1439 free_object(op);
1440 return top; 1177 return top;
1441 } 1178 }
1442 } 1179 }
1180
1443 return NULL; 1181 return 0;
1444} 1182}
1445 1183
1184void
1185object::expand_tail ()
1186{
1187 if (more)
1188 return;
1189
1190 object *prev = this;
1191
1192 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1193 {
1194 object *op = arch_to_object (at);
1195
1196 op->name = name;
1197 op->name_pl = name_pl;
1198 op->title = title;
1199
1200 op->head = this;
1201 prev->more = op;
1202
1203 prev = op;
1204 }
1205}
1206
1446/* 1207/*
1447 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1208 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1448 * job preparing multi-part monsters 1209 * job preparing multi-part monsters.
1449 */ 1210 */
1211object *
1450object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1212insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1451 object* tmp; 1213{
1452 if (op->head) 1214 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1453 op=op->head; 1215 {
1454 for (tmp=op;tmp;tmp=tmp->more){
1455 tmp->x=x+tmp->arch->clone.x; 1216 tmp->x = x + tmp->arch->x;
1456 tmp->y=y+tmp->arch->clone.y; 1217 tmp->y = y + tmp->arch->y;
1457 } 1218 }
1219
1458 return insert_ob_in_map (op, m, originator, flag); 1220 return insert_ob_in_map (op, m, originator, flag);
1459} 1221}
1460 1222
1461/* 1223/*
1462 * insert_ob_in_map (op, map, originator, flag): 1224 * insert_ob_in_map (op, map, originator, flag):
1463 * This function inserts the object in the two-way linked list 1225 * This function inserts the object in the two-way linked list
1476 * Return value: 1238 * Return value:
1477 * new object if 'op' was merged with other object 1239 * new object if 'op' was merged with other object
1478 * NULL if 'op' was destroyed 1240 * NULL if 'op' was destroyed
1479 * just 'op' otherwise 1241 * just 'op' otherwise
1480 */ 1242 */
1481 1243object *
1482object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1244insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1483{ 1245{
1246 assert (!op->flag [FLAG_FREED]);
1247
1484 object *tmp, *top, *floor=NULL; 1248 object *top, *floor = NULL;
1485 sint16 x,y;
1486 1249
1487 if (QUERY_FLAG (op, FLAG_FREED)) { 1250 op->remove ();
1488 LOG (llevError, "Trying to insert freed object!\n");
1489 return NULL;
1490 }
1491 if(m==NULL) {
1492 dump_object(op);
1493 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg);
1494 return op;
1495 }
1496 if(out_of_map(m,op->x,op->y)) {
1497 dump_object(op);
1498 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg);
1499#ifdef MANY_CORES
1500 /* Better to catch this here, as otherwise the next use of this object
1501 * is likely to cause a crash. Better to find out where it is getting
1502 * improperly inserted.
1503 */
1504 abort();
1505#endif
1506 return op;
1507 }
1508 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1509 dump_object(op);
1510 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1511 return op;
1512 }
1513 if(op->more!=NULL) {
1514 /* The part may be on a different map. */
1515 1251
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 1252 /* 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 1253 * of areas of callers (eg, anything that uses find_free_spot would now
1549 * need extra work 1254 * need extra work
1550 */ 1255 */
1551 op->map=get_map_from_coord(m, &op->x, &op->y); 1256 if (!xy_normalise (m, op->x, op->y))
1552 x = op->x; 1257 {
1553 y = op->y; 1258 op->destroy ();
1259 return 0;
1260 }
1554 1261
1262 if (object *more = op->more)
1263 if (!insert_ob_in_map (more, m, originator, flag))
1264 return 0;
1265
1266 CLEAR_FLAG (op, FLAG_REMOVED);
1267
1268 op->map = m;
1269 mapspace &ms = op->ms ();
1270
1555 /* this has to be done after we translate the coordinates. 1271 /* this has to be done after we translate the coordinates.
1556 */ 1272 */
1557 if(op->nrof && !(flag & INS_NO_MERGE)) { 1273 if (op->nrof && !(flag & INS_NO_MERGE))
1558 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1274 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1559 if (CAN_MERGE(op,tmp)) { 1275 if (object::can_merge (op, tmp))
1560 op->nrof+=tmp->nrof; 1276 {
1561 remove_ob(tmp); 1277 op->nrof += tmp->nrof;
1562 free_object(tmp); 1278 tmp->destroy ();
1563 } 1279 }
1564 }
1565 1280
1566 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1281 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1567 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1282 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1283
1568 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1284 if (!QUERY_FLAG (op, FLAG_ALIVE))
1569 CLEAR_FLAG(op, FLAG_NO_STEAL); 1285 CLEAR_FLAG (op, FLAG_NO_STEAL);
1570 1286
1571 if (flag & INS_BELOW_ORIGINATOR) { 1287 if (flag & INS_BELOW_ORIGINATOR)
1288 {
1572 if (originator->map != op->map || originator->x != op->x || 1289 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1573 originator->y != op->y) { 1290 {
1574 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1291 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1575 abort(); 1292 abort ();
1576 } 1293 }
1294
1577 op->above = originator; 1295 op->above = originator;
1578 op->below = originator->below; 1296 op->below = originator->below;
1579 if (op->below) op->below->above = op; 1297
1580 else SET_MAP_OB(op->map, op->x, op->y, op); 1298 if (op->below)
1299 op->below->above = op;
1300 else
1301 ms.bot = op;
1302
1581 /* since *below* originator, no need to update top */ 1303 /* since *below* originator, no need to update top */
1582 originator->below = op; 1304 originator->below = op;
1583 } else { 1305 }
1306 else
1307 {
1308 top = ms.bot;
1309
1584 /* If there are other objects, then */ 1310 /* If there are other objects, then */
1585 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1311 if (top)
1586 object *last=NULL; 1312 {
1587 /* 1313 object *last = 0;
1314
1315 /*
1588 * If there are multiple objects on this space, we do some trickier handling. 1316 * If there are multiple objects on this space, we do some trickier handling.
1589 * We've already dealt with merging if appropriate. 1317 * We've already dealt with merging if appropriate.
1590 * Generally, we want to put the new object on top. But if 1318 * Generally, we want to put the new object on top. But if
1591 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1319 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1592 * floor, we want to insert above that and no further. 1320 * floor, we want to insert above that and no further.
1593 * Also, if there are spell objects on this space, we stop processing 1321 * 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 1322 * 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 1323 * 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 1324 * when lots of spells are cast in one area. Currently, it is presumed
1597 * that flying non pickable objects are spell objects. 1325 * that flying non pickable objects are spell objects.
1598 */ 1326 */
1327 for (top = ms.bot; top; top = top->above)
1328 {
1329 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1330 floor = top;
1599 1331
1600 while (top != NULL) { 1332 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1601 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1602 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1603 if (QUERY_FLAG(top, FLAG_NO_PICK)
1604 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1605 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1606 { 1333 {
1607 /* We insert above top, so we want this object below this */ 1334 /* We insert above top, so we want this object below this */
1608 top=top->below; 1335 top = top->below;
1609 break; 1336 break;
1610 } 1337 }
1611 last = top; 1338
1612 top = top->above; 1339 last = top;
1613 } 1340 }
1341
1614 /* Don't want top to be NULL, so set it to the last valid object */ 1342 /* Don't want top to be NULL, so set it to the last valid object */
1615 top = last; 1343 top = last;
1616 1344
1617 /* We let update_position deal with figuring out what the space 1345 /* We let update_position deal with figuring out what the space
1618 * looks like instead of lots of conditions here. 1346 * looks like instead of lots of conditions here.
1619 * makes things faster, and effectively the same result. 1347 * makes things faster, and effectively the same result.
1620 */ 1348 */
1621 1349
1622 /* Have object 'fall below' other objects that block view. 1350 /* Have object 'fall below' other objects that block view.
1623 * Unless those objects are exits, type 66 1351 * Unless those objects are exits.
1624 * If INS_ON_TOP is used, don't do this processing 1352 * If INS_ON_TOP is used, don't do this processing
1625 * Need to find the object that in fact blocks view, otherwise 1353 * Need to find the object that in fact blocks view, otherwise
1626 * stacking is a bit odd. 1354 * stacking is a bit odd.
1627 */ 1355 */
1628 if (!(flag & INS_ON_TOP) && 1356 if (!(flag & INS_ON_TOP)
1629 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1357 && ms.flags () & P_BLOCKSVIEW
1630 (op->face && !op->face->visibility)) { 1358 && (op->face && !faces [op->face].visibility))
1359 {
1631 for (last=top; last != floor; last=last->below) 1360 for (last = top; last != floor; last = last->below)
1632 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1361 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1362 break;
1363
1633 /* Check to see if we found the object that blocks view, 1364 /* Check to see if we found the object that blocks view,
1634 * and make sure we have a below pointer for it so that 1365 * and make sure we have a below pointer for it so that
1635 * we can get inserted below this one, which requires we 1366 * we can get inserted below this one, which requires we
1636 * set top to the object below us. 1367 * set top to the object below us.
1637 */ 1368 */
1638 if (last && last->below && last != floor) top=last->below; 1369 if (last && last->below && last != floor)
1639 } 1370 top = last->below;
1640 } /* If objects on this space */ 1371 }
1641 if (flag & INS_MAP_LOAD) 1372 } /* If objects on this space */
1642 top = GET_MAP_TOP(op->map,op->x,op->y); 1373
1643 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1374 if (flag & INS_ABOVE_FLOOR_ONLY)
1375 top = floor;
1644 1376
1645 /* Top is the object that our object (op) is going to get inserted above. 1377 /* Top is the object that our object (op) is going to get inserted above.
1646 */ 1378 */
1647 1379
1648 /* First object on this space */ 1380 /* First object on this space */
1649 if (!top) { 1381 if (!top)
1650 op->above = GET_MAP_OB(op->map, op->x, op->y); 1382 {
1651 if (op->above) op->above->below = op; 1383 op->above = ms.bot;
1652 op->below = NULL; 1384
1653 SET_MAP_OB(op->map, op->x, op->y, op); 1385 if (op->above)
1654 } else { /* get inserted into the stack above top */ 1386 op->above->below = op;
1387
1388 op->below = 0;
1389 ms.bot = op;
1390 }
1391 else
1392 { /* get inserted into the stack above top */
1655 op->above = top->above; 1393 op->above = top->above;
1656 if (op->above) op->above->below = op; 1394
1395 if (op->above)
1396 op->above->below = op;
1397
1657 op->below = top; 1398 op->below = top;
1658 top->above = op; 1399 top->above = op;
1659 } 1400 }
1660 if (op->above==NULL) 1401
1661 SET_MAP_TOP(op->map,op->x, op->y, op); 1402 if (!op->above)
1403 ms.top = op;
1662 } /* else not INS_BELOW_ORIGINATOR */ 1404 } /* else not INS_BELOW_ORIGINATOR */
1663 1405
1664 if(op->type==PLAYER) 1406 if (op->type == PLAYER)
1407 {
1665 op->contr->do_los=1; 1408 op->contr->do_los = 1;
1666 1409 ++op->map->players;
1667 /* If we have a floor, we know the player, if any, will be above 1410 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 } 1411 }
1675 1412
1413 op->map->dirty = true;
1414
1415 if (object *pl = ms.player ())
1416 pl->contr->ns->floorbox_update ();
1417
1676 /* If this object glows, it may affect lighting conditions that are 1418 /* If this object glows, it may affect lighting conditions that are
1677 * visible to others on this map. But update_all_los is really 1419 * 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 1420 * 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 1421 * on the map will get recalculated. The players could very well
1680 * be far away from this change and not affected in any way - 1422 * be far away from this change and not affected in any way -
1681 * this should get redone to only look for players within range, 1423 * this should get redone to only look for players within range,
1682 * or just updating the P_NEED_UPDATE for spaces within this area 1424 * or just updating the P_UPTODATE for spaces within this area
1683 * of effect may be sufficient. 1425 * of effect may be sufficient.
1684 */ 1426 */
1685 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1427 if (op->map->darkness && (op->glow_radius != 0))
1686 update_all_los(op->map, op->x, op->y); 1428 update_all_los (op->map, op->x, op->y);
1687 1429
1688
1689 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1430 /* updates flags (blocked, alive, no magic, etc) for this map space */
1690 update_object(op,UP_OBJ_INSERT); 1431 update_object (op, UP_OBJ_INSERT);
1691 1432
1433 INVOKE_OBJECT (INSERT, op);
1692 1434
1693 /* Don't know if moving this to the end will break anything. However, 1435 /* 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. 1436 * we want to have floorbox_update called before calling this.
1695 * 1437 *
1696 * check_move_on() must be after this because code called from 1438 * check_move_on() must be after this because code called from
1697 * check_move_on() depends on correct map flags (so functions like 1439 * check_move_on() depends on correct map flags (so functions like
1698 * blocked() and wall() work properly), and these flags are updated by 1440 * blocked() and wall() work properly), and these flags are updated by
1699 * update_object(). 1441 * update_object().
1700 */ 1442 */
1701 1443
1702 /* if this is not the head or flag has been passed, don't check walk on status */ 1444 /* 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) { 1445 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op)
1446 {
1705 if (check_move_on(op, originator)) 1447 if (check_move_on (op, originator))
1706 return NULL; 1448 return 0;
1707 1449
1708 /* If we are a multi part object, lets work our way through the check 1450 /* If we are a multi part object, lets work our way through the check
1709 * walk on's. 1451 * walk on's.
1710 */ 1452 */
1711 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1453 for (object *tmp = op->more; tmp; tmp = tmp->more)
1712 if (check_move_on (tmp, originator)) 1454 if (check_move_on (tmp, originator))
1713 return NULL; 1455 return 0;
1714 } 1456 }
1457
1715 return op; 1458 return op;
1716} 1459}
1717 1460
1718/* this function inserts an object in the map, but if it 1461/* 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. 1462 * 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. 1463 * op is the object to insert it under: supplies x and the map.
1721 */ 1464 */
1465void
1722void replace_insert_ob_in_map(const char *arch_string, object *op) { 1466replace_insert_ob_in_map (const char *arch_string, object *op)
1723 object *tmp; 1467{
1724 object *tmp1; 1468 object *tmp, *tmp1;
1725 1469
1726 /* first search for itself and remove any old instances */ 1470 /* first search for itself and remove any old instances */
1727 1471
1728 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1472 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1729 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1473 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */
1730 remove_ob(tmp); 1474 tmp->destroy ();
1731 free_object(tmp);
1732 }
1733 }
1734 1475
1735 tmp1=arch_to_object(find_archetype(arch_string)); 1476 tmp1 = arch_to_object (archetype::find (arch_string));
1736 1477
1737 1478 tmp1->x = op->x;
1738 tmp1->x = op->x; tmp1->y = op->y; 1479 tmp1->y = op->y;
1739 insert_ob_in_map(tmp1,op->map,op,0); 1480 insert_ob_in_map (tmp1, op->map, op, 0);
1740} 1481}
1482
1483object *
1484object::insert_at (object *where, object *originator, int flags)
1485{
1486 return where->map->insert (this, where->x, where->y, originator, flags);
1487}
1741 1488
1742/* 1489/*
1743 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1490 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1744 * is returned contains nr objects, and the remaining parts contains 1491 * is returned contains nr objects, and the remaining parts contains
1745 * the rest (or is removed and freed if that number is 0). 1492 * the rest (or is removed and freed if that number is 0).
1746 * On failure, NULL is returned, and the reason put into the 1493 * On failure, NULL is returned, and the reason put into the
1747 * global static errmsg array. 1494 * global static errmsg array.
1748 */ 1495 */
1749 1496object *
1750object *get_split_ob(object *orig_ob, uint32 nr) { 1497get_split_ob (object *orig_ob, uint32 nr)
1498{
1751 object *newob; 1499 object *newob;
1752 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1500 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1753 1501
1754 if(orig_ob->nrof<nr) { 1502 if (orig_ob->nrof < nr)
1755 sprintf(errmsg,"There are only %d %ss.",
1756 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1757 return NULL;
1758 } 1503 {
1504 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1505 return NULL;
1506 }
1507
1759 newob = object_create_clone(orig_ob); 1508 newob = object_create_clone (orig_ob);
1509
1760 if((orig_ob->nrof-=nr)<1) { 1510 if ((orig_ob->nrof -= nr) < 1)
1761 if ( ! is_removed) 1511 orig_ob->destroy (1);
1762 remove_ob(orig_ob);
1763 free_object2(orig_ob, 1);
1764 }
1765 else if ( ! is_removed) { 1512 else if (!is_removed)
1513 {
1766 if(orig_ob->env!=NULL) 1514 if (orig_ob->env != NULL)
1767 sub_weight (orig_ob->env,orig_ob->weight*nr); 1515 sub_weight (orig_ob->env, orig_ob->weight * nr);
1768 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1516 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1517 {
1769 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1518 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"); 1519 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1772 return NULL; 1520 return NULL;
1773 } 1521 }
1774 } 1522 }
1523
1775 newob->nrof=nr; 1524 newob->nrof = nr;
1776 1525
1777 return newob; 1526 return newob;
1778} 1527}
1779 1528
1780/* 1529/*
1781 * decrease_ob_nr(object, number) decreases a specified number from 1530 * decrease_ob_nr(object, number) decreases a specified number from
1782 * the amount of an object. If the amount reaches 0, the object 1531 * the amount of an object. If the amount reaches 0, the object
1783 * is subsequently removed and freed. 1532 * is subsequently removed and freed.
1784 * 1533 *
1785 * Return value: 'op' if something is left, NULL if the amount reached 0 1534 * Return value: 'op' if something is left, NULL if the amount reached 0
1786 */ 1535 */
1787 1536object *
1788object *decrease_ob_nr (object *op, uint32 i) 1537decrease_ob_nr (object *op, uint32 i)
1789{ 1538{
1790 object *tmp; 1539 object *tmp;
1791 player *pl;
1792 1540
1793 if (i == 0) /* objects with op->nrof require this check */ 1541 if (i == 0) /* objects with op->nrof require this check */
1794 return op; 1542 return op;
1795 1543
1796 if (i > op->nrof) 1544 if (i > op->nrof)
1797 i = op->nrof; 1545 i = op->nrof;
1798 1546
1799 if (QUERY_FLAG (op, FLAG_REMOVED)) 1547 if (QUERY_FLAG (op, FLAG_REMOVED))
1548 op->nrof -= i;
1549 else if (op->env)
1550 {
1551 /* is this object in the players inventory, or sub container
1552 * therein?
1553 */
1554 tmp = op->in_player ();
1555 /* nope. Is this a container the player has opened?
1556 * If so, set tmp to that player.
1557 * IMO, searching through all the players will mostly
1558 * likely be quicker than following op->env to the map,
1559 * and then searching the map for a player.
1560 */
1561 if (!tmp)
1562 for_all_players (pl)
1563 if (pl->ob->container == op->env)
1564 {
1565 tmp = pl->ob;
1566 break;
1567 }
1568
1569 if (i < op->nrof)
1570 {
1571 sub_weight (op->env, op->weight * i);
1572 op->nrof -= i;
1573 if (tmp)
1574 esrv_send_item (tmp, op);
1575 }
1576 else
1577 {
1578 op->remove ();
1579 op->nrof = 0;
1580 if (tmp)
1581 esrv_del_item (tmp->contr, op->count);
1582 }
1800 { 1583 }
1584 else
1585 {
1586 object *above = op->above;
1587
1588 if (i < op->nrof)
1801 op->nrof -= i; 1589 op->nrof -= i;
1802 } 1590 else
1803 else if (op->env != NULL) 1591 {
1804 { 1592 op->remove ();
1805 /* is this object in the players inventory, or sub container
1806 * therein?
1807 */
1808 tmp = is_player_inv (op->env);
1809 /* nope. Is this a container the player has opened?
1810 * If so, set tmp to that player.
1811 * IMO, searching through all the players will mostly
1812 * likely be quicker than following op->env to the map,
1813 * and then searching the map for a player.
1814 */
1815 if (!tmp) {
1816 for (pl=first_player; pl; pl=pl->next)
1817 if (pl->ob->container == op->env) break;
1818 if (pl) tmp=pl->ob;
1819 else tmp=NULL;
1820 }
1821
1822 if (i < op->nrof) {
1823 sub_weight (op->env, op->weight * i);
1824 op->nrof -= i; 1593 op->nrof = 0;
1594 }
1595
1596 /* Since we just removed op, op->above is null */
1597 for (tmp = above; tmp; tmp = tmp->above)
1598 if (tmp->type == PLAYER)
1599 {
1825 if (tmp) { 1600 if (op->nrof)
1826 esrv_send_item(tmp, op); 1601 esrv_send_item (tmp, op);
1827 } 1602 else
1828 } else {
1829 remove_ob (op);
1830 op->nrof = 0;
1831 if (tmp) {
1832 esrv_del_item(tmp->contr, op->count); 1603 esrv_del_item (tmp->contr, op->count);
1833 } 1604 }
1834 }
1835 }
1836 else
1837 { 1605 }
1838 object *above = op->above;
1839 1606
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) { 1607 if (op->nrof)
1857 return op; 1608 return op;
1858 } else { 1609 else
1859 free_object (op); 1610 {
1611 op->destroy ();
1860 return NULL; 1612 return 0;
1861 } 1613 }
1862} 1614}
1863 1615
1864/* 1616/*
1865 * add_weight(object, weight) adds the specified weight to an object, 1617 * add_weight(object, weight) adds the specified weight to an object,
1866 * and also updates how much the environment(s) is/are carrying. 1618 * and also updates how much the environment(s) is/are carrying.
1867 */ 1619 */
1868 1620void
1869void add_weight (object *op, signed long weight) { 1621add_weight (object *op, signed long weight)
1622{
1870 while (op!=NULL) { 1623 while (op != NULL)
1624 {
1871 if (op->type == CONTAINER) { 1625 if (op->type == CONTAINER)
1872 weight=(signed long)(weight*(100-op->stats.Str)/100); 1626 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1873 } 1627
1874 op->carrying+=weight; 1628 op->carrying += weight;
1875 op=op->env; 1629 op = op->env;
1876 } 1630 }
1877} 1631}
1878 1632
1633object *
1634insert_ob_in_ob (object *op, object *where)
1635{
1636 if (!where)
1637 {
1638 char *dump = dump_object (op);
1639 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1640 free (dump);
1641 return op;
1642 }
1643
1644 if (where->head_ () != where)
1645 {
1646 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1647 where = where->head;
1648 }
1649
1650 return where->insert (op);
1651}
1652
1879/* 1653/*
1880 * insert_ob_in_ob(op,environment): 1654 * env->insert (op)
1881 * This function inserts the object op in the linked list 1655 * This function inserts the object op in the linked list
1882 * inside the object environment. 1656 * inside the object environment.
1883 * 1657 *
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 1658 * The function returns now pointer to inserted item, and return value can
1890 * be != op, if items are merged. -Tero 1659 * be != op, if items are merged. -Tero
1891 */ 1660 */
1892 1661object *
1893object *insert_ob_in_ob(object *op,object *where) { 1662object::insert (object *op)
1894 object *tmp, *otmp; 1663{
1895
1896 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1664 if (!QUERY_FLAG (op, FLAG_REMOVED))
1897 dump_object(op); 1665 op->remove ();
1898 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1666
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) { 1667 if (op->more)
1668 {
1912 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1669 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1913 op->name, op->count);
1914 return op; 1670 return op;
1915 } 1671 }
1672
1916 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1673 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1917 CLEAR_FLAG(op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1675
1918 if(op->nrof) { 1676 if (op->nrof)
1919 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1677 {
1920 if ( CAN_MERGE(tmp,op) ) { 1678 for (object *tmp = inv; tmp; tmp = tmp->below)
1679 if (object::can_merge (tmp, op))
1680 {
1921 /* return the original object and remove inserted object 1681 /* return the original object and remove inserted object
1922 (client needs the original object) */ 1682 (client needs the original object) */
1923 tmp->nrof += op->nrof; 1683 tmp->nrof += op->nrof;
1924 /* Weight handling gets pretty funky. Since we are adding to 1684 /* Weight handling gets pretty funky. Since we are adding to
1925 * tmp->nrof, we need to increase the weight. 1685 * tmp->nrof, we need to increase the weight.
1926 */ 1686 */
1927 add_weight (where, op->weight*op->nrof); 1687 add_weight (this, op->weight * op->nrof);
1928 SET_FLAG(op, FLAG_REMOVED); 1688 SET_FLAG (op, FLAG_REMOVED);
1929 free_object(op); /* free the inserted object */ 1689 op->destroy (); /* free the inserted object */
1930 op = tmp; 1690 op = tmp;
1931 remove_ob (op); /* and fix old object's links */ 1691 op->remove (); /* and fix old object's links */
1932 CLEAR_FLAG(op, FLAG_REMOVED); 1692 CLEAR_FLAG (op, FLAG_REMOVED);
1933 break; 1693 break;
1934 } 1694 }
1935 1695
1936 /* I assume combined objects have no inventory 1696 /* I assume combined objects have no inventory
1937 * We add the weight - this object could have just been removed 1697 * We add the weight - this object could have just been removed
1938 * (if it was possible to merge). calling remove_ob will subtract 1698 * (if it was possible to merge). calling remove_ob will subtract
1939 * the weight, so we need to add it in again, since we actually do 1699 * the weight, so we need to add it in again, since we actually do
1940 * the linking below 1700 * the linking below
1941 */ 1701 */
1942 add_weight (where, op->weight*op->nrof); 1702 add_weight (this, op->weight * op->nrof);
1703 }
1943 } else 1704 else
1944 add_weight (where, (op->weight+op->carrying)); 1705 add_weight (this, (op->weight + op->carrying));
1945 1706
1946 otmp=is_player_inv(where); 1707 if (object *otmp = this->in_player ())
1947 if (otmp&&otmp->contr!=NULL) {
1948 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1708 if (otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1949 fix_player(otmp); 1709 otmp->update_stats ();
1950 }
1951 1710
1952 op->map=NULL; 1711 op->owner = 0; // its his/hers now. period.
1953 op->env=where; 1712 op->map = 0;
1713 op->env = this;
1954 op->above=NULL; 1714 op->above = 0;
1955 op->below=NULL; 1715 op->below = 0;
1956 op->x=0,op->y=0; 1716 op->x = op->y = 0;
1957 op->ox=0,op->oy=0;
1958 1717
1959 /* reset the light list and los of the players on the map */ 1718 /* reset the light list and los of the players on the map */
1960 if((op->glow_radius!=0)&&where->map) 1719 if (op->glow_radius && map)
1961 { 1720 {
1962#ifdef DEBUG_LIGHTS 1721#ifdef DEBUG_LIGHTS
1963 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1722 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1964 op->name);
1965#endif /* DEBUG_LIGHTS */ 1723#endif /* DEBUG_LIGHTS */
1966 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1724 if (map->darkness)
1725 update_all_los (map, x, y);
1967 } 1726 }
1968 1727
1969 /* Client has no idea of ordering so lets not bother ordering it here. 1728 /* Client has no idea of ordering so lets not bother ordering it here.
1970 * It sure simplifies this function... 1729 * It sure simplifies this function...
1971 */ 1730 */
1972 if (where->inv==NULL) 1731 if (!inv)
1973 where->inv=op; 1732 inv = op;
1974 else { 1733 else
1734 {
1975 op->below = where->inv; 1735 op->below = inv;
1976 op->below->above = op; 1736 op->below->above = op;
1977 where->inv = op; 1737 inv = op;
1978 } 1738 }
1739
1740 INVOKE_OBJECT (INSERT, this);
1741
1979 return op; 1742 return op;
1980} 1743}
1981 1744
1982/* 1745/*
1983 * Checks if any objects has a move_type that matches objects 1746 * Checks if any objects has a move_type that matches objects
1997 * 1760 *
1998 * MSW 2001-07-08: Check all objects on space, not just those below 1761 * 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 1762 * object being inserted. insert_ob_in_map may not put new objects
2000 * on top. 1763 * on top.
2001 */ 1764 */
2002 1765int
2003int check_move_on (object *op, object *originator) 1766check_move_on (object *op, object *originator)
2004{ 1767{
2005 object *tmp; 1768 object *tmp;
2006 tag_t tag;
2007 mapstruct *m=op->map; 1769 maptile *m = op->map;
2008 int x=op->x, y=op->y; 1770 int x = op->x, y = op->y;
1771
2009 MoveType move_on, move_slow, move_block; 1772 MoveType move_on, move_slow, move_block;
2010 1773
2011 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1774 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; 1775 return 0;
1776
1777 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1778 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1779 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1780
1781 /* if nothing on this space will slow op down or be applied,
1782 * no need to do checking below. have to make sure move_type
1783 * is set, as lots of objects don't have it set - we treat that
1784 * as walking.
1785 */
1786 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1787 return 0;
1788
1789 /* This is basically inverse logic of that below - basically,
1790 * if the object can avoid the move on or slow move, they do so,
1791 * but can't do it if the alternate movement they are using is
1792 * blocked. Logic on this seems confusing, but does seem correct.
1793 */
1794 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1795 return 0;
1796
1797 /* The objects have to be checked from top to bottom.
1798 * Hence, we first go to the top:
1799 */
1800
1801 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1802 {
1803 /* Trim the search when we find the first other spell effect
1804 * this helps performance so that if a space has 50 spell objects,
1805 * we don't need to check all of them.
1806 */
1807 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1808 break;
1809 }
1810
1811 for (; tmp; tmp = tmp->below)
1812 {
1813 if (tmp == op)
1814 continue; /* Can't apply yourself */
1815
1816 /* Check to see if one of the movement types should be slowed down.
1817 * Second check makes sure that the movement types not being slowed
1818 * (~slow_move) is not blocked on this space - just because the
1819 * space doesn't slow down swimming (for example), if you can't actually
1820 * swim on that space, can't use it to avoid the penalty.
1821 */
1822 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1823 {
1824 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1825 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1826 {
1827
1828 float
1829 diff = tmp->move_slow_penalty * fabs (op->speed);
1830
1831 if (op->type == PLAYER)
1832 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1833 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1834 diff /= 4.0;
1835
1836 op->speed_left -= diff;
1837 }
1838 }
1839
1840 /* Basically same logic as above, except now for actual apply. */
1841 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1842 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1843 {
1844 move_apply (tmp, op, originator);
1845
1846 if (op->destroyed ())
1847 return 1;
1848
1849 /* what the person/creature stepped onto has moved the object
1850 * someplace new. Don't process any further - if we did,
1851 * have a feeling strange problems would result.
1852 */
1853 if (op->map != m || op->x != x || op->y != y)
1854 return 0;
1855 }
1856 }
1857
1858 return 0;
2092} 1859}
2093 1860
2094/* 1861/*
2095 * present_arch(arch, map, x, y) searches for any objects with 1862 * present_arch(arch, map, x, y) searches for any objects with
2096 * a matching archetype at the given map and coordinates. 1863 * a matching archetype at the given map and coordinates.
2097 * The first matching object is returned, or NULL if none. 1864 * The first matching object is returned, or NULL if none.
2098 */ 1865 */
2099 1866object *
2100object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1867present_arch (const archetype *at, maptile *m, int x, int y)
2101 object *tmp; 1868{
2102 if(m==NULL || out_of_map(m,x,y)) { 1869 if (!m || out_of_map (m, x, y))
1870 {
2103 LOG(llevError,"Present_arch called outside map.\n"); 1871 LOG (llevError, "Present_arch called outside map.\n");
2104 return NULL; 1872 return NULL;
2105 } 1873 }
2106 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1874
1875 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2107 if(tmp->arch == at) 1876 if (tmp->arch == at)
2108 return tmp; 1877 return tmp;
1878
2109 return NULL; 1879 return NULL;
2110} 1880}
2111 1881
2112/* 1882/*
2113 * present(type, map, x, y) searches for any objects with 1883 * present(type, map, x, y) searches for any objects with
2114 * a matching type variable at the given map and coordinates. 1884 * a matching type variable at the given map and coordinates.
2115 * The first matching object is returned, or NULL if none. 1885 * The first matching object is returned, or NULL if none.
2116 */ 1886 */
2117 1887object *
2118object *present(unsigned char type,mapstruct *m, int x,int y) { 1888present (unsigned char type, maptile *m, int x, int y)
2119 object *tmp; 1889{
2120 if(out_of_map(m,x,y)) { 1890 if (out_of_map (m, x, y))
1891 {
2121 LOG(llevError,"Present called outside map.\n"); 1892 LOG (llevError, "Present called outside map.\n");
2122 return NULL; 1893 return NULL;
2123 } 1894 }
2124 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1895
1896 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2125 if(tmp->type==type) 1897 if (tmp->type == type)
2126 return tmp; 1898 return tmp;
1899
2127 return NULL; 1900 return NULL;
2128} 1901}
2129 1902
2130/* 1903/*
2131 * present_in_ob(type, object) searches for any objects with 1904 * present_in_ob(type, object) searches for any objects with
2132 * a matching type variable in the inventory of the given object. 1905 * a matching type variable in the inventory of the given object.
2133 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2134 */ 1907 */
2135 1908object *
2136object *present_in_ob(unsigned char type, const object *op) { 1909present_in_ob (unsigned char type, const object *op)
2137 object *tmp; 1910{
2138 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2139 if(tmp->type==type) 1912 if (tmp->type == type)
2140 return tmp; 1913 return tmp;
1914
2141 return NULL; 1915 return NULL;
2142} 1916}
2143 1917
2144/* 1918/*
2145 * present_in_ob (type, str, object) searches for any objects with 1919 * present_in_ob (type, str, object) searches for any objects with
2153 * str is the string to match against. Note that we match against 1927 * 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 1928 * 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 1929 * spell code can use one object type (force), but change it's name
2156 * to be unique. 1930 * to be unique.
2157 */ 1931 */
2158 1932object *
2159object *present_in_ob_by_name(int type, const char *str, const object *op) { 1933present_in_ob_by_name (int type, const char *str, const object *op)
2160 object *tmp; 1934{
2161
2162 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2163 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1936 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2164 return tmp; 1937 return tmp;
2165 } 1938
2166 return NULL; 1939 return 0;
2167} 1940}
2168 1941
2169/* 1942/*
2170 * present_arch_in_ob(archetype, object) searches for any objects with 1943 * present_arch_in_ob(archetype, object) searches for any objects with
2171 * a matching archetype in the inventory of the given object. 1944 * a matching archetype in the inventory of the given object.
2172 * The first matching object is returned, or NULL if none. 1945 * The first matching object is returned, or NULL if none.
2173 */ 1946 */
2174 1947object *
2175object *present_arch_in_ob(const archetype *at, const object *op) { 1948present_arch_in_ob (const archetype *at, const object *op)
2176 object *tmp; 1949{
2177 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1950 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2178 if( tmp->arch == at) 1951 if (tmp->arch == at)
2179 return tmp; 1952 return tmp;
1953
2180 return NULL; 1954 return NULL;
2181} 1955}
2182 1956
2183/* 1957/*
2184 * activate recursively a flag on an object inventory 1958 * activate recursively a flag on an object inventory
2185 */ 1959 */
1960void
2186void flag_inv(object*op, int flag){ 1961flag_inv (object *op, int flag)
2187 object *tmp; 1962{
2188 if(op->inv)
2189 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1963 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1964 {
2190 SET_FLAG(tmp, flag); 1965 SET_FLAG (tmp, flag);
2191 flag_inv(tmp,flag); 1966 flag_inv (tmp, flag);
2192 } 1967 }
1968}
1969
2193}/* 1970/*
2194 * desactivate recursively a flag on an object inventory 1971 * deactivate recursively a flag on an object inventory
2195 */ 1972 */
1973void
2196void unflag_inv(object*op, int flag){ 1974unflag_inv (object *op, int flag)
2197 object *tmp; 1975{
2198 if(op->inv)
2199 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1976 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1977 {
2200 CLEAR_FLAG(tmp, flag); 1978 CLEAR_FLAG (tmp, flag);
2201 unflag_inv(tmp,flag); 1979 unflag_inv (tmp, flag);
2202 } 1980 }
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} 1981}
2216 1982
2217/* 1983/*
2218 * find_free_spot(object, map, x, y, start, stop) will search for 1984 * 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 1985 * a spot at the given map and coordinates which will be able to contain
2221 * to search (see the freearr_x/y[] definition). 1987 * to search (see the freearr_x/y[] definition).
2222 * It returns a random choice among the alternatives found. 1988 * 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 1989 * 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 1990 * 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) 1991 * 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 1992 * Note: This function does correctly handle tiled maps, but does not
2230 * inform the caller. However, insert_ob_in_map will update as 1993 * inform the caller. However, insert_ob_in_map will update as
2231 * necessary, so the caller shouldn't need to do any special work. 1994 * 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 1995 * 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 1996 * 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 1997 * 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 1998 * the archetype because that isn't correct if the monster has been
2236 * customized, changed states, etc. 1999 * customized, changed states, etc.
2237 */ 2000 */
2238 2001int
2239int find_free_spot(const object *ob, mapstruct *m,int x,int y,int start,int stop) { 2002find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2003{
2004 int altern[SIZEOFFREE];
2240 int i,index=0, flag; 2005 int index = 0, flag;
2241 static int altern[SIZEOFFREE];
2242 2006
2243 for(i=start;i<stop;i++) { 2007 for (int i = start; i < stop; i++)
2244 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2008 {
2245 if(!flag) 2009 mapxy pos (m, x, y); pos.move (i);
2010
2011 if (!pos.normalise ())
2012 continue;
2013
2014 mapspace &ms = *pos;
2015
2016 if (ms.flags () & P_IS_ALIVE)
2017 continue;
2018
2019 /* However, often
2020 * ob doesn't have any move type (when used to place exits)
2021 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2022 */
2023 if (ob->move_type == 0 && ms.move_block != MOVE_ALL)
2024 {
2246 altern[index++]=i; 2025 altern [index++] = i;
2026 continue;
2027 }
2247 2028
2248 /* Basically, if we find a wall on a space, we cut down the search size. 2029 /* 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. 2030 * 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 - 2031 * 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 2032 * 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 2033 * spaces in all the other directions, this will reduce the search space
2253 * to only the spaces immediately surrounding the target area, and 2034 * to only the spaces immediately surrounding the target area, and
2254 * won't look 2 spaces south of the target space. 2035 * won't look 2 spaces south of the target space.
2255 */ 2036 */
2256 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2037 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2038 {
2257 stop=maxfree[i]; 2039 stop = maxfree[i];
2258 } 2040 continue;
2259 if(!index) return -1; 2041 }
2260 return altern[RANDOM()%index];
2261}
2262 2042
2043 /* Note it is intentional that we check ob - the movement type of the
2044 * head of the object should correspond for the entire object.
2045 */
2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2047 continue;
2048
2049 if (ob->blocked (m, pos.x, pos.y))
2050 continue;
2051
2052 altern [index++] = i;
2053 }
2054
2055 if (!index)
2056 return -1;
2057
2058 return altern [rndm (index)];
2059}
2060
2263/* 2061/*
2264 * find_first_free_spot(archetype, mapstruct, x, y) works like 2062 * find_first_free_spot(archetype, maptile, x, y) works like
2265 * find_free_spot(), but it will search max number of squares. 2063 * find_free_spot(), but it will search max number of squares.
2266 * But it will return the first available spot, not a random choice. 2064 * 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. 2065 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2268 */ 2066 */
2269 2067int
2270int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2068find_first_free_spot (const object *ob, maptile *m, int x, int y)
2271 int i; 2069{
2272 for(i=0;i<SIZEOFFREE;i++) { 2070 for (int i = 0; i < SIZEOFFREE; i++)
2273 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2071 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2274 return i; 2072 return i;
2275 } 2073
2276 return -1; 2074 return -1;
2277} 2075}
2278 2076
2279/* 2077/*
2280 * The function permute(arr, begin, end) randomly reorders the array 2078 * The function permute(arr, begin, end) randomly reorders the array
2281 * arr[begin..end-1]. 2079 * arr[begin..end-1].
2080 * now uses a fisher-yates shuffle, old permute was broken
2282 */ 2081 */
2082static void
2283static void permute(int *arr, int begin, int end) 2083permute (int *arr, int begin, int end)
2284{ 2084{
2285 int i, j, tmp, len; 2085 arr += begin;
2086 end -= begin;
2286 2087
2287 len = end-begin; 2088 while (--end)
2288 for(i = begin; i < end; i++) 2089 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} 2090}
2297 2091
2298/* new function to make monster searching more efficient, and effective! 2092/* new function to make monster searching more efficient, and effective!
2299 * This basically returns a randomized array (in the passed pointer) of 2093 * 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 2094 * 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 2095 * 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 2096 * 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. 2097 * the 3x3 area will be searched, just not in a predictable order.
2304 */ 2098 */
2099void
2305void get_search_arr(int *search_arr) 2100get_search_arr (int *search_arr)
2306{ 2101{
2307 int i; 2102 int i;
2308 2103
2309 for(i = 0; i < SIZEOFFREE; i++) 2104 for (i = 0; i < SIZEOFFREE; i++)
2310 {
2311 search_arr[i] = i; 2105 search_arr[i] = i;
2312 }
2313 2106
2314 permute(search_arr, 1, SIZEOFFREE1+1); 2107 permute (search_arr, 1, SIZEOFFREE1 + 1);
2315 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2108 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2316 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2109 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2317} 2110}
2318 2111
2319/* 2112/*
2320 * find_dir(map, x, y, exclude) will search some close squares in the 2113 * find_dir(map, x, y, exclude) will search some close squares in the
2321 * given map at the given coordinates for live objects. 2114 * given map at the given coordinates for live objects.
2326 * Perhaps incorrectly, but I'm making the assumption that exclude 2119 * 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 2120 * 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 2121 * because we have to know what movement the thing looking to move
2329 * there is capable of. 2122 * there is capable of.
2330 */ 2123 */
2331 2124int
2332int find_dir(mapstruct *m, int x, int y, object *exclude) { 2125find_dir (maptile *m, int x, int y, object *exclude)
2126{
2333 int i,max=SIZEOFFREE, mflags; 2127 int i, max = SIZEOFFREE, mflags;
2128
2334 sint16 nx, ny; 2129 sint16 nx, ny;
2335 object *tmp; 2130 object *tmp;
2336 mapstruct *mp; 2131 maptile *mp;
2132
2337 MoveType blocked, move_type; 2133 MoveType blocked, move_type;
2338 2134
2339 if (exclude && exclude->head) { 2135 if (exclude && exclude->head_ () != exclude)
2136 {
2340 exclude = exclude->head; 2137 exclude = exclude->head;
2341 move_type = exclude->move_type; 2138 move_type = exclude->move_type;
2342 } else { 2139 }
2140 else
2141 {
2343 /* If we don't have anything, presume it can use all movement types. */ 2142 /* If we don't have anything, presume it can use all movement types. */
2344 move_type=MOVE_ALL; 2143 move_type = MOVE_ALL;
2144 }
2145
2146 for (i = 1; i < max; i++)
2345 } 2147 {
2346 2148 mp = m;
2347 for(i=1;i<max;i++) {
2348 mp = m;
2349 nx = x + freearr_x[i]; 2149 nx = x + freearr_x[i];
2350 ny = y + freearr_y[i]; 2150 ny = y + freearr_y[i];
2351 2151
2352 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2152 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2153
2353 if (mflags & P_OUT_OF_MAP) { 2154 if (mflags & P_OUT_OF_MAP)
2354 max = maxfree[i]; 2155 max = maxfree[i];
2355 } else { 2156 else
2356 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2157 {
2158 mapspace &ms = mp->at (nx, ny);
2357 2159
2160 blocked = ms.move_block;
2161
2358 if ((move_type & blocked) == move_type) { 2162 if ((move_type & blocked) == move_type)
2359 max=maxfree[i]; 2163 max = maxfree[i];
2360 } else if (mflags & P_IS_ALIVE) { 2164 else if (mflags & P_IS_ALIVE)
2361 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2165 {
2362 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2166 for (tmp = ms.bot; tmp; tmp = tmp->above)
2363 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2167 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2364 break; 2168 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2365 } 2169 break;
2366 } 2170
2367 if(tmp) { 2171 if (tmp)
2368 return freedir[i]; 2172 return freedir[i];
2369 } 2173 }
2174 }
2370 } 2175 }
2371 } 2176
2372 }
2373 return 0; 2177 return 0;
2374} 2178}
2375 2179
2376/* 2180/*
2377 * distance(object 1, object 2) will return the square of the 2181 * distance(object 1, object 2) will return the square of the
2378 * distance between the two given objects. 2182 * distance between the two given objects.
2379 */ 2183 */
2380 2184int
2381int distance(const object *ob1, const object *ob2) { 2185distance (const object *ob1, const object *ob2)
2382 int i; 2186{
2383 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2187 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} 2188}
2387 2189
2388/* 2190/*
2389 * find_dir_2(delta-x,delta-y) will return a direction in which 2191 * 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 2192 * an object which has subtracted the x and y coordinates of another
2391 * object, needs to travel toward it. 2193 * object, needs to travel toward it.
2392 */ 2194 */
2393 2195int
2394int find_dir_2(int x, int y) { 2196find_dir_2 (int x, int y)
2197{
2395 int q; 2198 int q;
2396 2199
2397 if(y) 2200 if (y)
2398 q=x*100/y; 2201 q = x * 100 / y;
2399 else if (x) 2202 else if (x)
2400 q= -300*x; 2203 q = -300 * x;
2401 else 2204 else
2402 return 0; 2205 return 0;
2403 2206
2404 if(y>0) { 2207 if (y > 0)
2208 {
2405 if(q < -242) 2209 if (q < -242)
2406 return 3 ; 2210 return 3;
2407 if (q < -41) 2211 if (q < -41)
2408 return 2 ; 2212 return 2;
2409 if (q < 41) 2213 if (q < 41)
2410 return 1 ; 2214 return 1;
2411 if (q < 242) 2215 if (q < 242)
2412 return 8 ; 2216 return 8;
2413 return 7 ; 2217 return 7;
2414 } 2218 }
2415 2219
2416 if (q < -242) 2220 if (q < -242)
2417 return 7 ; 2221 return 7;
2418 if (q < -41) 2222 if (q < -41)
2419 return 6 ; 2223 return 6;
2420 if (q < 41) 2224 if (q < 41)
2421 return 5 ; 2225 return 5;
2422 if (q < 242) 2226 if (q < 242)
2423 return 4 ; 2227 return 4;
2424 2228
2425 return 3 ; 2229 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} 2230}
2439 2231
2440/* 2232/*
2441 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2233 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2442 * between two directions (which are expected to be absolute (see absdir()) 2234 * between two directions (which are expected to be absolute (see absdir())
2443 */ 2235 */
2444 2236int
2445int dirdiff(int dir1, int dir2) { 2237dirdiff (int dir1, int dir2)
2238{
2446 int d; 2239 int d;
2240
2447 d = abs(dir1 - dir2); 2241 d = abs (dir1 - dir2);
2448 if(d>4) 2242 if (d > 4)
2449 d = 8 - d; 2243 d = 8 - d;
2244
2450 return d; 2245 return d;
2451} 2246}
2452 2247
2453/* peterm: 2248/* peterm:
2454 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2249 * 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 2252 * 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. 2253 * 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 2254 * Moved from spell_util.c to object.c with the other related direction
2460 * functions. 2255 * functions.
2461 */ 2256 */
2462
2463int reduction_dir[SIZEOFFREE][3] = { 2257int reduction_dir[SIZEOFFREE][3] = {
2464 {0,0,0}, /* 0 */ 2258 {0, 0, 0}, /* 0 */
2465 {0,0,0}, /* 1 */ 2259 {0, 0, 0}, /* 1 */
2466 {0,0,0}, /* 2 */ 2260 {0, 0, 0}, /* 2 */
2467 {0,0,0}, /* 3 */ 2261 {0, 0, 0}, /* 3 */
2468 {0,0,0}, /* 4 */ 2262 {0, 0, 0}, /* 4 */
2469 {0,0,0}, /* 5 */ 2263 {0, 0, 0}, /* 5 */
2470 {0,0,0}, /* 6 */ 2264 {0, 0, 0}, /* 6 */
2471 {0,0,0}, /* 7 */ 2265 {0, 0, 0}, /* 7 */
2472 {0,0,0}, /* 8 */ 2266 {0, 0, 0}, /* 8 */
2473 {8,1,2}, /* 9 */ 2267 {8, 1, 2}, /* 9 */
2474 {1,2,-1}, /* 10 */ 2268 {1, 2, -1}, /* 10 */
2475 {2,10,12}, /* 11 */ 2269 {2, 10, 12}, /* 11 */
2476 {2,3,-1}, /* 12 */ 2270 {2, 3, -1}, /* 12 */
2477 {2,3,4}, /* 13 */ 2271 {2, 3, 4}, /* 13 */
2478 {3,4,-1}, /* 14 */ 2272 {3, 4, -1}, /* 14 */
2479 {4,14,16}, /* 15 */ 2273 {4, 14, 16}, /* 15 */
2480 {5,4,-1}, /* 16 */ 2274 {5, 4, -1}, /* 16 */
2481 {4,5,6}, /* 17 */ 2275 {4, 5, 6}, /* 17 */
2482 {6,5,-1}, /* 18 */ 2276 {6, 5, -1}, /* 18 */
2483 {6,20,18}, /* 19 */ 2277 {6, 20, 18}, /* 19 */
2484 {7,6,-1}, /* 20 */ 2278 {7, 6, -1}, /* 20 */
2485 {6,7,8}, /* 21 */ 2279 {6, 7, 8}, /* 21 */
2486 {7,8,-1}, /* 22 */ 2280 {7, 8, -1}, /* 22 */
2487 {8,22,24}, /* 23 */ 2281 {8, 22, 24}, /* 23 */
2488 {8,1,-1}, /* 24 */ 2282 {8, 1, -1}, /* 24 */
2489 {24,9,10}, /* 25 */ 2283 {24, 9, 10}, /* 25 */
2490 {9,10,-1}, /* 26 */ 2284 {9, 10, -1}, /* 26 */
2491 {10,11,-1}, /* 27 */ 2285 {10, 11, -1}, /* 27 */
2492 {27,11,29}, /* 28 */ 2286 {27, 11, 29}, /* 28 */
2493 {11,12,-1}, /* 29 */ 2287 {11, 12, -1}, /* 29 */
2494 {12,13,-1}, /* 30 */ 2288 {12, 13, -1}, /* 30 */
2495 {12,13,14}, /* 31 */ 2289 {12, 13, 14}, /* 31 */
2496 {13,14,-1}, /* 32 */ 2290 {13, 14, -1}, /* 32 */
2497 {14,15,-1}, /* 33 */ 2291 {14, 15, -1}, /* 33 */
2498 {33,15,35}, /* 34 */ 2292 {33, 15, 35}, /* 34 */
2499 {16,15,-1}, /* 35 */ 2293 {16, 15, -1}, /* 35 */
2500 {17,16,-1}, /* 36 */ 2294 {17, 16, -1}, /* 36 */
2501 {18,17,16}, /* 37 */ 2295 {18, 17, 16}, /* 37 */
2502 {18,17,-1}, /* 38 */ 2296 {18, 17, -1}, /* 38 */
2503 {18,19,-1}, /* 39 */ 2297 {18, 19, -1}, /* 39 */
2504 {41,19,39}, /* 40 */ 2298 {41, 19, 39}, /* 40 */
2505 {19,20,-1}, /* 41 */ 2299 {19, 20, -1}, /* 41 */
2506 {20,21,-1}, /* 42 */ 2300 {20, 21, -1}, /* 42 */
2507 {20,21,22}, /* 43 */ 2301 {20, 21, 22}, /* 43 */
2508 {21,22,-1}, /* 44 */ 2302 {21, 22, -1}, /* 44 */
2509 {23,22,-1}, /* 45 */ 2303 {23, 22, -1}, /* 45 */
2510 {45,47,23}, /* 46 */ 2304 {45, 47, 23}, /* 46 */
2511 {23,24,-1}, /* 47 */ 2305 {23, 24, -1}, /* 47 */
2512 {24,9,-1}}; /* 48 */ 2306 {24, 9, -1}
2307}; /* 48 */
2513 2308
2514/* Recursive routine to step back and see if we can 2309/* Recursive routine to step back and see if we can
2515 * find a path to that monster that we found. If not, 2310 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2311 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2312 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2313 * Modified to be map tile aware -.MSW
2519 */ 2314 */
2520 2315int
2521
2522int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2316can_see_monsterP (maptile *m, int x, int y, int dir)
2317{
2523 sint16 dx, dy; 2318 sint16 dx, dy;
2524 int mflags; 2319 int mflags;
2525 2320
2321 if (dir < 0)
2526 if(dir<0) return 0; /* exit condition: invalid direction */ 2322 return 0; /* exit condition: invalid direction */
2527 2323
2528 dx = x + freearr_x[dir]; 2324 dx = x + freearr_x[dir];
2529 dy = y + freearr_y[dir]; 2325 dy = y + freearr_y[dir];
2530 2326
2531 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2327 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2532 2328
2533 /* This functional arguably was incorrect before - it was 2329 /* This functional arguably was incorrect before - it was
2534 * checking for P_WALL - that was basically seeing if 2330 * checking for P_WALL - that was basically seeing if
2535 * we could move to the monster - this is being more 2331 * we could move to the monster - this is being more
2536 * literal on if we can see it. To know if we can actually 2332 * 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 2333 * move to the monster, we'd need the monster passed in or
2538 * at least its move type. 2334 * at least its move type.
2539 */ 2335 */
2540 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2336 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2337 return 0;
2541 2338
2542 /* yes, can see. */ 2339 /* yes, can see. */
2543 if(dir < 9) return 1; 2340 if (dir < 9)
2341 return 1;
2342
2544 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2343 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2344 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2546 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2345 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2547} 2346}
2548 2347
2549
2550
2551/* 2348/*
2552 * can_pick(picker, item): finds out if an object is possible to be 2349 * 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 2350 * picked up by the picker. Returnes 1 if it can be
2554 * picked up, otherwise 0. 2351 * picked up, otherwise 0.
2555 * 2352 *
2556 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2353 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2557 * core dumps if they do. 2354 * core dumps if they do.
2558 * 2355 *
2559 * Add a check so we can't pick up invisible objects (0.93.8) 2356 * Add a check so we can't pick up invisible objects (0.93.8)
2560 */ 2357 */
2561 2358int
2562int can_pick(const object *who, const object *item) { 2359can_pick (const object *who, const object *item)
2360{
2563 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2361 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2564 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2362 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2565 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2363 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2566 (who->type==PLAYER||item->weight<who->weight/3));
2567} 2364}
2568
2569 2365
2570/* 2366/*
2571 * create clone from object to another 2367 * create clone from object to another
2572 */ 2368 */
2369object *
2573object *object_create_clone (object *asrc) { 2370object_create_clone (object *asrc)
2371{
2574 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2372 object *dst = 0, *tmp, *src, *prev, *item;
2575 2373
2576 if(!asrc) return NULL; 2374 if (!asrc)
2577 src = asrc; 2375 return 0;
2578 if(src->head) 2376
2579 src = src->head; 2377 src = asrc->head_ ();
2580 2378
2581 prev = NULL; 2379 prev = 0;
2582 for(part = src; part; part = part->more) { 2380 for (object *part = src; part; part = part->more)
2583 tmp = get_object(); 2381 {
2584 copy_object(part,tmp); 2382 tmp = part->clone ();
2585 tmp->x -= src->x; 2383 tmp->x -= src->x;
2586 tmp->y -= src->y; 2384 tmp->y -= src->y;
2385
2587 if(!part->head) { 2386 if (!part->head)
2387 {
2588 dst = tmp; 2388 dst = tmp;
2589 tmp->head = NULL; 2389 tmp->head = 0;
2390 }
2590 } else { 2391 else
2591 tmp->head = dst; 2392 tmp->head = dst;
2592 } 2393
2593 tmp->more = NULL; 2394 tmp->more = 0;
2395
2594 if(prev) 2396 if (prev)
2595 prev->more = tmp; 2397 prev->more = tmp;
2398
2596 prev = tmp; 2399 prev = tmp;
2597 } 2400 }
2598 /*** copy inventory ***/ 2401
2599 for(item = src->inv; item; item = item->below) { 2402 for (item = src->inv; item; item = item->below)
2600 (void) insert_ob_in_ob(object_create_clone(item),dst); 2403 insert_ob_in_ob (object_create_clone (item), dst);
2601 }
2602 2404
2603 return dst; 2405 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} 2406}
2650 2407
2651/* This returns the first object in who's inventory that 2408/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2409 * has the same type and subtype match.
2653 * returns NULL if no match. 2410 * returns NULL if no match.
2654 */ 2411 */
2412object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2413find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2414{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2415 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2416 if (tmp->type == type && tmp->subtype == subtype)
2417 return tmp;
2661 2418
2662 return NULL; 2419 return 0;
2663} 2420}
2664 2421
2665/* If ob has a field named key, return the link from the list, 2422/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2423 * otherwise return NULL.
2667 * 2424 *
2668 * key must be a passed in shared string - otherwise, this won't 2425 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2426 * do the desired thing.
2670 */ 2427 */
2428key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2429get_ob_key_link (const object *ob, const char *key)
2672 key_value * link; 2430{
2673
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2431 for (key_value *link = ob->key_values; link; link = link->next)
2675 if (link->key == key) { 2432 if (link->key == key)
2676 return link; 2433 return link;
2677 } 2434
2678 } 2435 return 0;
2679 2436}
2680 return NULL;
2681}
2682 2437
2683/* 2438/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2439 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2440 *
2686 * The argument doesn't need to be a shared string. 2441 * The argument doesn't need to be a shared string.
2687 * 2442 *
2688 * The returned string is shared. 2443 * The returned string is shared.
2689 */ 2444 */
2445const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2446get_ob_key_value (const object *op, const char *const key)
2447{
2691 key_value * link; 2448 key_value *link;
2692 const char * canonical_key; 2449 shstr_cmp canonical_key (key);
2450
2451 if (!canonical_key)
2693 2452 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2453 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2454 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2455 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2456 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2457 */
2702 return NULL; 2458 return 0;
2703 } 2459 }
2704 2460
2705 /* This is copied from get_ob_key_link() above - 2461 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2462 * only 4 lines, and saves the function call overhead.
2707 */ 2463 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2464 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2465 if (link->key == canonical_key)
2710 return link->value; 2466 return link->value;
2711 }
2712 }
2713 return NULL;
2714}
2715 2467
2468 return 0;
2469}
2716 2470
2717/* 2471/*
2718 * Updates the canonical_key in op to value. 2472 * Updates the canonical_key in op to value.
2719 * 2473 *
2720 * canonical_key is a shared string (value doesn't have to be). 2474 * canonical_key is a shared string (value doesn't have to be).
2722 * Unless add_key is TRUE, it won't add fields, only change the value of existing 2476 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2477 * keys.
2724 * 2478 *
2725 * Returns TRUE on success. 2479 * Returns TRUE on success.
2726 */ 2480 */
2481int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2482set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2483{
2728 key_value * field = NULL, *last=NULL; 2484 key_value *field = NULL, *last = NULL;
2729 2485
2730 for (field=op->key_values; field != NULL; field=field->next) { 2486 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2487 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2488 if (field->key != canonical_key)
2737 if (value) 2489 {
2738 field->value = add_string(value); 2490 last = field;
2739 else { 2491 continue;
2492 }
2493
2494 if (value)
2495 field->value = value;
2496 else
2497 {
2740 /* Basically, if the archetype has this key set, 2498 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2499 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2500 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2501 * we get this value back again.
2744 */ 2502 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2503 if (get_ob_key_link (op->arch, canonical_key))
2746 field->value = NULL; 2504 field->value = 0;
2747 else { 2505 else
2748 /* Delete this link */ 2506 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2507 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2508 last->next = field->next;
2751 if (last) last->next = field->next; 2509 else
2752 else op->key_values = field->next; 2510 op->key_values = field->next;
2753 free(field); 2511
2754 } 2512 delete field;
2755 } 2513 }
2514 }
2756 return TRUE; 2515 return TRUE;
2757 } 2516 }
2758 /* IF we get here, key doesn't exist */ 2517 /* IF we get here, key doesn't exist */
2759 2518
2760 /* No field, we'll have to add it. */ 2519 /* No field, we'll have to add it. */
2761 2520
2762 if (!add_key) { 2521 if (!add_key)
2763 return FALSE; 2522 return FALSE;
2764 } 2523
2765 /* There isn't any good reason to store a null 2524 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2525 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2526 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2527 * be here. If user wants to store empty strings,
2769 * should pass in "" 2528 * should pass in ""
2770 */ 2529 */
2771 if (value == NULL) return TRUE; 2530 if (value == NULL)
2772
2773 field = (key_value *) malloc(sizeof(key_value));
2774
2775 field->key = add_refcount(canonical_key);
2776 field->value = add_string(value);
2777 /* Usual prepend-addition. */
2778 field->next = op->key_values;
2779 op->key_values = field;
2780
2781 return TRUE; 2531 return TRUE;
2532
2533 field = new key_value;
2534
2535 field->key = canonical_key;
2536 field->value = value;
2537 /* Usual prepend-addition. */
2538 field->next = op->key_values;
2539 op->key_values = field;
2540
2541 return TRUE;
2782} 2542}
2783 2543
2784/* 2544/*
2785 * Updates the key in op to value. 2545 * Updates the key in op to value.
2786 * 2546 *
2788 * and not add new ones. 2548 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2549 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2550 *
2791 * Returns TRUE on success. 2551 * Returns TRUE on success.
2792 */ 2552 */
2553int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2554set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2555{
2795 int floating_ref = FALSE; 2556 shstr key_ (key);
2796 int ret; 2557
2558 return set_ob_key_value_s (op, key_, value, add_key);
2559}
2560
2561object::depth_iterator::depth_iterator (object *container)
2562: iterator_base (container)
2563{
2564 while (item->inv)
2565 item = item->inv;
2566}
2567
2568void
2569object::depth_iterator::next ()
2570{
2571 if (item->below)
2797 2572 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2573 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2574
2800 */ 2575 while (item->inv)
2576 item = item->inv;
2801 2577 }
2802 canonical_key = find_string(key); 2578 else
2803 if (canonical_key == NULL) { 2579 item = item->env;
2804 canonical_key = add_string(key); 2580}
2805 floating_ref = TRUE; 2581
2806 } 2582const char *
2583object::flag_desc (char *desc, int len) const
2584{
2585 char *p = desc;
2586 bool first = true;
2587
2588 *p = 0;
2589
2590 for (int i = 0; i < NUM_FLAGS; i++)
2807 2591 {
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2592 if (len <= 10) // magic constant!
2593 {
2594 snprintf (p, len, ",...");
2595 break;
2596 }
2597
2598 if (flag [i])
2599 {
2600 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2601 len -= cnt;
2602 p += cnt;
2603 first = false;
2604 }
2809 2605 }
2810 if (floating_ref) { 2606
2811 free_string(canonical_key); 2607 return desc;
2812 } 2608}
2813 2609
2610// return a suitable string describing an object in enough detail to find it
2611const char *
2612object::debug_desc (char *info) const
2613{
2614 char flagdesc[512];
2615 char info2[256 * 4];
2616 char *p = info;
2617
2618 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2619 count, uuid.seq,
2620 &name,
2621 title ? "\",title:\"" : "",
2622 title ? (const char *)title : "",
2623 flag_desc (flagdesc, 512), type);
2624
2625 if (!this->flag[FLAG_REMOVED] && env)
2626 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2627
2628 if (map)
2629 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2630
2631 return info;
2632}
2633
2634const char *
2635object::debug_desc () const
2636{
2637 static char info[3][256 * 4];
2638 static int info_idx;
2639
2640 return debug_desc (info [++info_idx % 3]);
2641}
2642
2643struct region *
2644object::region () const
2645{
2646 return map ? map->region (x, y)
2647 : region::default_region ();
2648}
2649
2650const materialtype_t *
2651object::dominant_material () const
2652{
2653 if (materialtype_t *mt = name_to_material (materialname))
2814 return ret; 2654 return mt;
2655
2656 return name_to_material (shstr_unknown);
2815} 2657}
2658
2659void
2660object::open_container (object *new_container)
2661{
2662 if (container == new_container)
2663 return;
2664
2665 if (object *old_container = container)
2666 {
2667 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2668 return;
2669
2670#if 0
2671 // remove the "Close old_container" object.
2672 if (object *closer = old_container->inv)
2673 if (closer->type == CLOSE_CON)
2674 closer->destroy ();
2675#endif
2676
2677 old_container->flag [FLAG_APPLIED] = 0;
2678 container = 0;
2679
2680 esrv_update_item (UPD_FLAGS, this, old_container);
2681 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2682 play_sound (sound_find ("chest_close"));
2683 }
2684
2685 if (new_container)
2686 {
2687 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2688 return;
2689
2690 // TODO: this does not seem to serve any purpose anymore?
2691#if 0
2692 // insert the "Close Container" object.
2693 if (archetype *closer = new_container->other_arch)
2694 {
2695 object *closer = arch_to_object (new_container->other_arch);
2696 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2697 new_container->insert (closer);
2698 }
2699#endif
2700
2701 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2702
2703 new_container->flag [FLAG_APPLIED] = 1;
2704 container = new_container;
2705
2706 esrv_update_item (UPD_FLAGS, this, new_container);
2707 esrv_send_inventory (this, new_container);
2708 play_sound (sound_find ("chest_open"));
2709 }
2710}
2711
2712object *
2713object::force_find (const shstr name)
2714{
2715 /* cycle through his inventory to look for the MARK we want to
2716 * place
2717 */
2718 for (object *tmp = inv; tmp; tmp = tmp->below)
2719 if (tmp->type == FORCE && tmp->slaying == name)
2720 return splay (tmp);
2721
2722 return 0;
2723}
2724
2725void
2726object::force_add (const shstr name, int duration)
2727{
2728 if (object *force = force_find (name))
2729 force->destroy ();
2730
2731 object *force = get_archetype (FORCE_NAME);
2732
2733 force->slaying = name;
2734 force->stats.food = 1;
2735 force->speed_left = -1.f;
2736
2737 force->set_speed (duration ? 1.f / duration : 0.f);
2738 force->flag [FLAG_IS_USED_UP] = true;
2739 force->flag [FLAG_APPLIED] = true;
2740
2741 insert (force);
2742}
2743
2744void
2745object::play_sound (faceidx sound) const
2746{
2747 if (!sound)
2748 return;
2749
2750 if (flag [FLAG_REMOVED])
2751 return;
2752
2753 if (env)
2754 {
2755 if (object *pl = in_player ())
2756 pl->contr->play_sound (sound);
2757 }
2758 else
2759 map->play_sound (sound, x, y);
2760}
2761

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