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Comparing deliantra/server/common/object.C (file contents):
Revision 1.7 by root, Tue Aug 29 05:03:54 2006 UTC vs.
Revision 1.146 by root, Fri May 11 21:07:13 2007 UTC

1/* 1/*
2 * static char *rcsid_object_c =
3 * "$Id: object.C,v 1.7 2006/08/29 05:03:54 root Exp $";
4 */
5
6/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
27*/ 23 */
28 24
29/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
30 sub/add_weight will transcend the environment updating the carrying 26 sub/add_weight will transcend the environment updating the carrying
31 variable. */ 27 variable. */
32#include <global.h> 28#include <global.h>
33#ifndef WIN32 /* ---win32 exclude headers */
34#include <stdio.h> 29#include <stdio.h>
35#include <sys/types.h> 30#include <sys/types.h>
36#include <sys/uio.h> 31#include <sys/uio.h>
37#endif /* win32 */
38#include <object.h> 32#include <object.h>
39#include <funcpoint.h> 33#include <funcpoint.h>
40#include <skills.h> 34#include <sproto.h>
41#include <loader.h> 35#include <loader.h>
42#ifdef MEMORY_DEBUG 36
43int nroffreeobjects = 0; 37#include <bitset>
38
44int nrofallocobjects = 0; 39int nrofallocobjects = 0;
45#undef OBJ_EXPAND 40static UUID uuid;
46#define OBJ_EXPAND 1 41const 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 42
53object *objects; /* Pointer to the list of used objects */ 43objectvec objects;
54object *free_objects; /* Pointer to the list of unused objects */ 44activevec actives;
55object *active_objects; /* List of active objects that need to be processed */
56 45
57short freearr_x[SIZEOFFREE]= 46short 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}; 47 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]= 48};
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, 49short 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}; 50 -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]= 51};
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, 52int 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}; 53 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
54};
66int freedir[SIZEOFFREE]= { 55int 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, 56 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}; 57 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
58};
69 59
60static void
61write_uuid (void)
62{
63 char filename1[MAX_BUF], filename2[MAX_BUF];
64
65 sprintf (filename1, "%s/uuid", settings.localdir);
66 sprintf (filename2, "%s/uuid~", settings.localdir);
67
68 FILE *fp;
69
70 if (!(fp = fopen (filename2, "w")))
71 {
72 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
73 return;
74 }
75
76 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
77 fclose (fp);
78 rename (filename2, filename1);
79}
80
81static void
82read_uuid (void)
83{
84 char filename[MAX_BUF];
85
86 sprintf (filename, "%s/uuid", settings.localdir);
87
88 FILE *fp;
89
90 if (!(fp = fopen (filename, "r")))
91 {
92 if (errno == ENOENT)
93 {
94 LOG (llevInfo, "RESET uid to 1\n");
95 uuid.seq = 0;
96 write_uuid ();
97 return;
98 }
99
100 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
101 _exit (1);
102 }
103
104 int version;
105 unsigned long long uid;
106 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
107 {
108 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
109 _exit (1);
110 }
111
112 uuid.seq = uid;
113 write_uuid ();
114 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
115 fclose (fp);
116}
117
118UUID
119gen_uuid ()
120{
121 UUID uid;
122
123 uid.seq = ++uuid.seq;
124
125 if (!(uuid.seq & (UUID_SKIP - 1)))
126 write_uuid ();
127
128 return uid;
129}
130
131void
132init_uuid ()
133{
134 read_uuid ();
135}
70 136
71/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 137/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
138static int
72static int compare_ob_value_lists_one(const object * wants, const object * has) { 139compare_ob_value_lists_one (const object *wants, const object *has)
140{
73 key_value * wants_field; 141 key_value *wants_field;
74 142
75 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 143 /* 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 144 * objects with lists are rare, and lists stay short. If not, use a
77 * different structure or at least keep the lists sorted... 145 * different structure or at least keep the lists sorted...
78 */ 146 */
79 147
80 /* For each field in wants, */ 148 /* For each field in wants, */
81 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) { 149 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
150 {
82 key_value * has_field; 151 key_value *has_field;
83 152
84 /* Look for a field in has with the same key. */ 153 /* Look for a field in has with the same key. */
85 has_field = get_ob_key_link(has, wants_field->key); 154 has_field = get_ob_key_link (has, wants_field->key);
155
156 if (has_field == NULL)
86 157 {
87 if (has_field == NULL) {
88 /* No field with that name. */ 158 /* No field with that name. */
89 return FALSE; 159 return FALSE;
90 }
91 160 }
161
92 /* Found the matching field. */ 162 /* Found the matching field. */
93 if (has_field->value != wants_field->value) { 163 if (has_field->value != wants_field->value)
164 {
94 /* Values don't match, so this half of the comparison is false. */ 165 /* Values don't match, so this half of the comparison is false. */
95 return FALSE; 166 return FALSE;
96 } 167 }
97 168
98 /* If we get here, we found a match. Now for the next field in wants. */ 169 /* If we get here, we found a match. Now for the next field in wants. */
99 }
100 170 }
171
101 /* If we get here, every field in wants has a matching field in has. */ 172 /* If we get here, every field in wants has a matching field in has. */
102 return TRUE; 173 return TRUE;
103} 174}
104 175
105/* Returns TRUE if ob1 has the same key_values as ob2. */ 176/* Returns TRUE if ob1 has the same key_values as ob2. */
177static int
106static int compare_ob_value_lists(const object * ob1, const object * ob2) { 178compare_ob_value_lists (const object *ob1, const object *ob2)
179{
107 /* However, there may be fields in has which aren't partnered in wants, 180 /* However, there may be fields in has which aren't partnered in wants,
108 * so we need to run the comparison *twice*. :( 181 * so we need to run the comparison *twice*. :(
109 */ 182 */
110 return compare_ob_value_lists_one(ob1, ob2) && compare_ob_value_lists_one(ob2, ob1); 183 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1);
111} 184}
112 185
113/* Function examines the 2 objects given to it, and returns true if 186/* Function examines the 2 objects given to it, and returns true if
114 * they can be merged together. 187 * they can be merged together.
115 * 188 *
116 * Note that this function appears a lot longer than the macro it 189 * Note that this function appears a lot longer than the macro it
117 * replaces - this is mostly for clarity - a decent compiler should hopefully 190 * replaces - this is mostly for clarity - a decent compiler should hopefully
118 * reduce this to the same efficiency. 191 * reduce this to the same efficiency.
119 * 192 *
120 * Check nrof variable *before* calling CAN_MERGE() 193 * Check nrof variable *before* calling can_merge()
121 * 194 *
122 * Improvements made with merge: Better checking on potion, and also 195 * Improvements made with merge: Better checking on potion, and also
123 * check weight 196 * check weight
124 */ 197 */
125 198bool object::can_merge_slow (object *ob1, object *ob2)
126int CAN_MERGE(object *ob1, object *ob2) { 199{
127
128 /* A couple quicksanity checks */ 200 /* A couple quicksanity checks */
129 if ((ob1 == ob2) || (ob1->type != ob2->type)) return 0; 201 if (ob1 == ob2
130 202 || ob1->type != ob2->type
131 if (ob1->speed != ob2->speed) return 0; 203 || ob1->speed != ob2->speed
132 /* Note sure why the following is the case - either the object has to 204 || ob1->value != ob2->value
133 * be animated or have a very low speed. Is this an attempted monster 205 || ob1->name != ob2->name)
134 * check?
135 */
136 if (!QUERY_FLAG(ob1,FLAG_ANIMATE) && FABS((ob1)->speed) > MIN_ACTIVE_SPEED)
137 return 0; 206 return 0;
138 207
208 //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 209 /* 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 210 * value could not be stored in a sint32 (which unfortunately sometimes is
141 * used to store nrof). 211 * used to store nrof).
142 */ 212 */
143 if (ob1->nrof+ob2->nrof >= 1UL<<31) 213 if (ob1->nrof + ob2->nrof >= 1UL << 31)
144 return 0; 214 return 0;
145 215
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. 216 /* 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 217 * 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 218 * 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 219 * are not equal - just if it has been identified, the been_applied
165 * flags lose any meaning. 220 * flags lose any meaning.
166 */ 221 */
167 if (QUERY_FLAG(ob1, FLAG_IDENTIFIED)) 222 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED))
168 SET_FLAG(ob1, FLAG_BEEN_APPLIED); 223 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
169 224
170 if (QUERY_FLAG(ob2, FLAG_IDENTIFIED)) 225 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
171 SET_FLAG(ob2, FLAG_BEEN_APPLIED); 226 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
172 227
173 228 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 229 || ob1->arch != ob2->arch
175 * being locked in inventory should prevent merging. 230 || ob1->name != ob2->name
176 * 0x4 in flags3 is CLIENT_SENT 231 || ob1->title != ob2->title
177 */ 232 || ob1->msg != ob2->msg
178 if ((ob1->arch != ob2->arch) || 233 || 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) || 234 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
188 (memcmp(&ob1->stats, &ob2->stats, sizeof(ob1->stats))!=0) || 235 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
189 (ob1->attacktype != ob2->attacktype) || 236 || ob1->attacktype != ob2->attacktype
190 (ob1->magic != ob2->magic) || 237 || ob1->magic != ob2->magic
191 (ob1->slaying != ob2->slaying) || 238 || ob1->slaying != ob2->slaying
192 (ob1->skill != ob2->skill) || 239 || ob1->skill != ob2->skill
193 (ob1->value != ob2->value) || 240 || ob1->value != ob2->value
194 (ob1->animation_id != ob2->animation_id) || 241 || ob1->animation_id != ob2->animation_id
195 (ob1->client_type != ob2->client_type) || 242 || ob1->client_type != ob2->client_type
196 (ob1->materialname != ob2->materialname) || 243 || ob1->materialname != ob2->materialname
197 (ob1->lore != ob2->lore) || 244 || ob1->lore != ob2->lore
198 (ob1->subtype != ob2->subtype) || 245 || ob1->subtype != ob2->subtype
199 (ob1->move_type != ob2->move_type) || 246 || ob1->move_type != ob2->move_type
200 (ob1->move_block != ob2->move_block) || 247 || ob1->move_block != ob2->move_block
201 (ob1->move_allow != ob2->move_allow) || 248 || ob1->move_allow != ob2->move_allow
202 (ob1->move_on != ob2->move_on) || 249 || ob1->move_on != ob2->move_on
203 (ob1->move_off != ob2->move_off) || 250 || ob1->move_off != ob2->move_off
204 (ob1->move_slow != ob2->move_slow) || 251 || ob1->move_slow != ob2->move_slow
205 (ob1->move_slow_penalty != ob2->move_slow_penalty) 252 || ob1->move_slow_penalty != ob2->move_slow_penalty)
206 )
207 return 0; 253 return 0;
208 254
255 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory.
257 */
258 if (ob1->inv || ob2->inv)
259 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0;
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. */
226 return 0; 300 return 0;
227 } else if (!compare_ob_value_lists(ob1, ob2)) { 301 else if (!compare_ob_value_lists (ob1, ob2))
228 return 0; 302 return 0;
229 } 303 }
304
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self)
230 } 307 {
308 ob1->optimise ();
309 ob2->optimise ();
231 310
311 if (ob1->self || ob2->self)
312 return 0;
313 }
314
232 /* Everything passes, must be OK. */ 315 /* Everything passes, must be OK. */
233 return 1; 316 return 1;
234} 317}
235 318
236/* 319/*
237 * sum_weight() is a recursive function which calculates the weight 320 * sum_weight() is a recursive function which calculates the weight
238 * an object is carrying. It goes through in figures out how much 321 * an object is carrying. It goes through in figures out how much
239 * containers are carrying, and sums it up. 322 * containers are carrying, and sums it up.
240 */ 323 */
241signed long sum_weight(object *op) { 324long
325sum_weight (object *op)
326{
242 signed long sum; 327 long sum;
243 object *inv; 328 object *inv;
329
244 for(sum = 0, inv = op->inv; inv != NULL; inv = inv->below) { 330 for (sum = 0, inv = op->inv; inv; inv = inv->below)
331 {
245 if (inv->inv) 332 if (inv->inv)
246 sum_weight(inv); 333 sum_weight (inv);
334
247 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 335 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
248 } 336 }
337
249 if (op->type == CONTAINER && op->stats.Str) 338 if (op->type == CONTAINER && op->stats.Str)
250 sum = (sum * (100 - op->stats.Str))/100; 339 sum = (sum * (100 - op->stats.Str)) / 100;
340
251 if(op->carrying != sum) 341 if (op->carrying != sum)
252 op->carrying = sum; 342 op->carrying = sum;
343
253 return sum; 344 return sum;
254} 345}
255 346
256/** 347/**
257 * Return the outermost environment object for a given object. 348 * Return the outermost environment object for a given object.
258 */ 349 */
259 350
351object *
260object *object_get_env_recursive (object *op) { 352object_get_env_recursive (object *op)
353{
261 while (op->env != NULL) 354 while (op->env != NULL)
262 op = op->env; 355 op = op->env;
263 return op; 356 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} 357}
278 358
279/* 359/*
280 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 360 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
281 * Some error messages. 361 * Some error messages.
282 * The result of the dump is stored in the static global errmsg array. 362 * The result of the dump is stored in the static global errmsg array.
283 */ 363 */
284 364char *
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) { 365dump_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{ 366{
340 char *cp; 367 if (!op)
368 return strdup ("[NULLOBJ]");
341 369
342 if(op==NULL) 370 object_freezer freezer;
343 { 371 op->write (freezer);
344 strcpy(outstr,"[NULL pointer]"); 372 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} 373}
382 374
383/* 375/*
384 * get_nearest_part(multi-object, object 2) returns the part of the 376 * get_nearest_part(multi-object, object 2) returns the part of the
385 * multi-object 1 which is closest to the second object. 377 * multi-object 1 which is closest to the second object.
386 * If it's not a multi-object, it is returned. 378 * If it's not a multi-object, it is returned.
387 */ 379 */
388 380
381object *
389object *get_nearest_part(object *op, const object *pl) { 382get_nearest_part (object *op, const object *pl)
383{
390 object *tmp,*closest; 384 object *tmp, *closest;
391 int last_dist,i; 385 int last_dist, i;
386
392 if(op->more==NULL) 387 if (op->more == NULL)
393 return op; 388 return op;
394 for(last_dist=distance(op,pl),closest=op,tmp=op->more;tmp!=NULL;tmp=tmp->more) 389 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
395 if((i=distance(tmp,pl))<last_dist) 390 if ((i = distance (tmp, pl)) < last_dist)
396 closest=tmp,last_dist=i; 391 closest = tmp, last_dist = i;
397 return closest; 392 return closest;
398} 393}
399 394
400/* 395/*
401 * Returns the object which has the count-variable equal to the argument. 396 * Returns the object which has the count-variable equal to the argument.
402 */ 397 */
403 398object *
404object *find_object(tag_t i) { 399find_object (tag_t i)
405 object *op; 400{
406 for(op=objects;op!=NULL;op=op->next) 401 for_all_objects (op)
407 if(op->count==i) 402 if (op->count == i)
408 break;
409 return op; 403 return op;
404
405 return 0;
410} 406}
411 407
412/* 408/*
413 * Returns the first object which has a name equal to the argument. 409 * Returns the first object which has a name equal to the argument.
414 * Used only by the patch command, but not all that useful. 410 * Used only by the patch command, but not all that useful.
415 * Enables features like "patch <name-of-other-player> food 999" 411 * Enables features like "patch <name-of-other-player> food 999"
416 */ 412 */
417 413object *
418object *find_object_name(const char *str) { 414find_object_name (const char *str)
419 const char *name=add_string(str); 415{
416 shstr_cmp str_ (str);
420 object *op; 417 object *op;
421 for(op=objects;op!=NULL;op=op->next) 418
419 for_all_objects (op)
422 if(op->name==name) 420 if (op->name == str_)
423 break; 421 break;
424 free_string(name); 422
425 return op; 423 return op;
426} 424}
427 425
426void
428void free_all_object_data(void) { 427free_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{ 428{
470 if (!op) return; 429 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} 430}
478
479
480 431
481/* 432/*
482 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
483 * skill and experience objects. 434 * skill and experience objects.
484 */ 435 */
485void set_owner (object *op, object *owner) 436void
437object::set_owner (object *owner)
486{ 438{
487 if(owner==NULL||op==NULL) 439 if (!owner)
488 return; 440 return;
489 441
490 /* next line added to allow objects which own objects */ 442 /* next line added to allow objects which own objects */
491 /* Add a check for ownercounts in here, as I got into an endless loop 443 /* 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 444 * with the fireball owning a poison cloud which then owned the
493 * fireball. I believe that was caused by one of the objects getting 445 * fireball. I believe that was caused by one of the objects getting
494 * freed and then another object replacing it. Since the ownercounts 446 * 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. 447 * didn't match, this check is valid and I believe that cause is valid.
496 */ 448 */
497 while (owner->owner && owner!=owner->owner && 449 while (owner->owner)
498 owner->ownercount==owner->owner->count) owner=owner->owner; 450 owner = owner->owner;
499 451
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; 452 this->owner = owner;
506
507 op->ownercount=owner->count;
508 owner->refcount++;
509
510} 453}
511 454
512/* Set the owner to clone's current owner and set the skill and experience 455void
513 * objects to clone's objects (typically those objects that where the owner's 456object::set_weapon (object *ob)
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{ 457{
524 object *owner = get_owner (clone); 458 if (current_weapon == ob)
525 if (owner == NULL) { 459 return;
526 /* players don't have owners - they own themselves. Update
527 * as appropriate.
528 */
529 if (clone->type == PLAYER) owner=clone;
530 else return;
531 }
532 set_owner(op, owner);
533 460
534} 461 new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
535 462
536/* 463 if (chosen_skill)
537 * Resets vital variables in an object 464 chosen_skill->flag [FLAG_APPLIED] = false;
538 */
539 465
540void reset_object(object *op) { 466 current_weapon = ob;
467 chosen_skill = ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
541 468
542 op->name = NULL; 469 if (chosen_skill)
543 op->name_pl = NULL; 470 chosen_skill->flag [FLAG_APPLIED] = true;
544 op->title = NULL; 471
545 op->race = NULL; 472 update_stats ();
546 op->slaying = NULL;
547 op->skill = NULL;
548 op->msg = NULL;
549 op->materialname = NULL;
550 op->lore = NULL;
551 clear_object(op);
552} 473}
553 474
554/* Zero the key_values on op, decrementing the shared-string 475/* Zero the key_values on op, decrementing the shared-string
555 * refcounts and freeing the links. 476 * refcounts and freeing the links.
556 */ 477 */
478static void
557static void free_key_values(object * op) { 479free_key_values (object *op)
558 key_value * i; 480{
559 key_value * next = NULL; 481 for (key_value *i = op->key_values; i; )
560 482 {
561 if (op->key_values == NULL) return; 483 key_value *next = i->next;
484 delete i;
485
486 i = next;
562 487 }
563 for (i = op->key_values; i != NULL; i = next) { 488
564 /* Store next *first*. */ 489 op->key_values = 0;
565 next = i->next; 490}
491
492object &
493object::operator =(const object &src)
494{
495 bool is_freed = flag [FLAG_FREED];
496 bool is_removed = flag [FLAG_REMOVED];
497
498 *(object_copy *)this = src;
499
500 flag [FLAG_FREED] = is_freed;
501 flag [FLAG_REMOVED] = is_removed;
502
503 /* Copy over key_values, if any. */
504 if (src.key_values)
505 {
506 key_value *tail = 0;
507 key_values = 0;
508
509 for (key_value *i = src.key_values; i; i = i->next)
566 510 {
567 if (i->key) FREE_AND_CLEAR_STR(i->key); 511 key_value *new_link = new key_value;
568 if (i->value) FREE_AND_CLEAR_STR(i->value); 512
569 i->next = NULL; 513 new_link->next = 0;
570 free(i); 514 new_link->key = i->key;
571 } 515 new_link->value = i->value;
516
517 /* Try and be clever here, too. */
518 if (!key_values)
519 {
520 key_values = new_link;
521 tail = new_link;
522 }
523 else
524 {
525 tail->next = new_link;
526 tail = new_link;
527 }
528 }
572 529 }
573 op->key_values = NULL;
574} 530}
575 531
576
577/* 532/*
578 * clear_object() frees everything allocated by an object, and also
579 * clears all variables and flags to default settings.
580 */
581
582void clear_object(object *op) {
583 op->clear ();
584
585 event *evt;
586 event *evt2;
587
588 /* redo this to be simpler/more efficient. Was also seeing
589 * crashes in the old code. Move this to the top - am
590 * seeing periodic crashes in this code, and would like to have
591 * as much info available as possible (eg, object name).
592 */
593 for (evt = op->events; evt; evt=evt2) {
594 evt2 = evt->next;
595
596 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
597 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
598 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
599
600 free(evt);
601 }
602 op->events = NULL;
603
604 free_key_values(op);
605
606 /* the memset will clear all these values for us, but we need
607 * to reduce the refcount on them.
608 */
609 if (op->name!=NULL) FREE_AND_CLEAR_STR(op->name);
610 if (op->name_pl!=NULL) FREE_AND_CLEAR_STR(op->name_pl);
611 if (op->title != NULL) FREE_AND_CLEAR_STR(op->title);
612 if (op->race!=NULL) FREE_AND_CLEAR_STR(op->race);
613 if (op->slaying!=NULL) FREE_AND_CLEAR_STR(op->slaying);
614 if (op->skill!=NULL) FREE_AND_CLEAR_STR(op->skill);
615 if (op->msg!=NULL) FREE_AND_CLEAR_STR(op->msg);
616 if (op->lore!=NULL) FREE_AND_CLEAR_STR(op->lore);
617 if (op->materialname!= NULL) FREE_AND_CLEAR_STR(op->materialname);
618
619
620 memset((void*)op, 0, sizeof (object_special));
621 /* Below here, we clear things that are not done by the memset,
622 * or set default values that are not zero.
623 */
624 /* This is more or less true */
625 SET_FLAG(op, FLAG_REMOVED);
626
627
628 op->contr = NULL;
629 op->below=NULL;
630 op->above=NULL;
631 op->inv=NULL;
632 op->events=NULL;
633 op->container=NULL;
634 op->env=NULL;
635 op->more=NULL;
636 op->head=NULL;
637 op->map=NULL;
638 op->refcount=0;
639 op->active_next = NULL;
640 op->active_prev = NULL;
641 /* What is not cleared is next, prev, and count */
642
643 op->expmul=1.0;
644 op->face = blank_face;
645 op->attacked_by_count = (tag_t) -1;
646 if (settings.casting_time)
647 op->casting_time = -1;
648
649}
650
651/*
652 * copy object first frees everything allocated by the second object, 533 * copy_to first frees everything allocated by the dst object,
653 * and then copies the contends of the first object into the second 534 * and then copies the contents of itself into the second
654 * object, allocating what needs to be allocated. Basically, any 535 * object, allocating what needs to be allocated. Basically, any
655 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 536 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
656 * if the first object is freed, the pointers in the new object 537 * if the first object is freed, the pointers in the new object
657 * will point at garbage. 538 * will point at garbage.
658 */ 539 */
540void
541object::copy_to (object *dst)
542{
543 *dst = *this;
659 544
660void copy_object(object *op2, object *op) { 545 if (speed < 0)
661 int is_freed=QUERY_FLAG(op,FLAG_FREED),is_removed=QUERY_FLAG(op,FLAG_REMOVED); 546 dst->speed_left = speed_left - rndm ();
662 event *evt, *evt2, *evt_new;
663 547
664 op->clear (); 548 dst->set_speed (dst->speed);
665
666 /* Decrement the refcounts, but don't bother zeroing the fields;
667 they'll be overwritten by memcpy. */
668 if(op->name!=NULL) free_string(op->name);
669 if(op->name_pl!=NULL) free_string(op->name_pl);
670 if(op->title!=NULL) free_string(op->title);
671 if(op->race!=NULL) free_string(op->race);
672 if(op->slaying!=NULL) free_string(op->slaying);
673 if(op->skill!=NULL) free_string(op->skill);
674 if(op->msg!=NULL) free_string(op->msg);
675 if(op->lore!=NULL) free_string(op->lore);
676 if(op->materialname != NULL) free_string(op->materialname);
677 if(op->custom_name != NULL) free_string(op->custom_name);
678
679 /* Basically, same code as from clear_object() */
680 for (evt = op->events; evt; evt=evt2) {
681 evt2 = evt->next;
682
683 if (evt->hook != NULL) FREE_AND_CLEAR_STR(evt->hook);
684 if (evt->plugin != NULL) FREE_AND_CLEAR_STR(evt->plugin);
685 if (evt->options != NULL) FREE_AND_CLEAR_STR(evt->options);
686
687 free(evt);
688 }
689 op->events = NULL;
690
691 free_key_values(op);
692
693 *(object_special *)op = *(object_special *)op2;
694 op2->clone (op);
695
696 if(is_freed) SET_FLAG(op,FLAG_FREED);
697 if(is_removed) SET_FLAG(op,FLAG_REMOVED);
698 if(op->name!=NULL) add_refcount(op->name);
699 if(op->name_pl!=NULL) add_refcount(op->name_pl);
700 if(op->title!=NULL) add_refcount(op->title);
701 if(op->race!=NULL) add_refcount(op->race);
702 if(op->slaying!=NULL) add_refcount(op->slaying);
703 if(op->skill!=NULL) add_refcount(op->skill);
704 if(op->lore!=NULL) add_refcount(op->lore);
705 if(op->msg!=NULL) add_refcount(op->msg);
706 if(op->custom_name!=NULL) add_refcount(op->custom_name);
707 if (op->materialname != NULL) add_refcount(op->materialname);
708
709 if((op2->speed<0) && !editor)
710 op->speed_left=op2->speed_left-RANDOM()%200/100.0;
711
712 /* Copy over event information */
713 evt2 = NULL;
714 for (evt = op2->events; evt; evt=evt->next) {
715 evt_new = (event *) malloc(sizeof(event));
716 memcpy(evt_new, evt, sizeof(event));
717 if (evt_new->hook) add_refcount(evt_new->hook);
718 if (evt_new->plugin) add_refcount(evt_new->plugin);
719 if (evt_new->options) add_refcount(evt_new->options);
720 evt_new->next = NULL;
721
722 /* Try to be a little clever here, and store away the
723 * last event we copied, so that its simpler to update the
724 * pointer.
725 */
726 if (evt2)
727 evt2->next = evt_new;
728 else
729 op->events = evt_new;
730
731 evt2 = evt_new;
732 }
733 /* Copy over key_values, if any. */
734 if (op2->key_values != NULL) {
735 key_value * tail = NULL;
736 key_value * i;
737
738 op->key_values = NULL;
739
740 for (i = op2->key_values; i != NULL; i = i->next) {
741 key_value * new_link = (key_value *) malloc(sizeof(key_value));
742
743 new_link->next = NULL;
744 new_link->key = add_refcount(i->key);
745 if (i->value)
746 new_link->value = add_refcount(i->value);
747 else
748 new_link->value = NULL;
749
750 /* Try and be clever here, too. */
751 if (op->key_values == NULL) {
752 op->key_values = new_link;
753 tail = new_link;
754 } else {
755 tail->next = new_link;
756 tail = new_link;
757 }
758 }
759 }
760
761 update_ob_speed(op);
762} 549}
763 550
764/* 551void
765 * expand_objects() allocates more objects for the list of unused objects. 552object::instantiate ()
766 * It is called from get_object() if the unused list is empty. 553{
767 */ 554 if (!uuid.seq) // HACK
555 uuid = gen_uuid ();
768 556
769void expand_objects(void) { 557 speed_left = -0.1f;
770 int i; 558 /* copy the body_info to the body_used - this is only really
771 object *obj; 559 * need for monsters, but doesn't hurt to do it for everything.
772 obj = (object *) CALLOC(OBJ_EXPAND,sizeof(object)); 560 * by doing so, when a monster is created, it has good starting
773 561 * values for the body_used info, so when items are created
774 if(obj==NULL) 562 * for it, they can be properly equipped.
775 fatal(OUT_OF_MEMORY);
776 free_objects=obj;
777 obj[0].prev=NULL;
778 obj[0].next= &obj[1],
779 SET_FLAG(&(obj[0]), FLAG_REMOVED);
780 SET_FLAG(&(obj[0]), FLAG_FREED);
781
782 for(i=1;i<OBJ_EXPAND-1;i++) {
783 obj[i].next= &obj[i+1],
784 obj[i].prev= &obj[i-1],
785 SET_FLAG(&(obj[i]), FLAG_REMOVED);
786 SET_FLAG(&(obj[i]), FLAG_FREED);
787 }
788 obj[OBJ_EXPAND-1].prev= &obj[OBJ_EXPAND-2],
789 obj[OBJ_EXPAND-1].next=NULL,
790 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_REMOVED);
791 SET_FLAG(&(obj[OBJ_EXPAND-1]), FLAG_FREED);
792
793 nrofallocobjects += OBJ_EXPAND;
794 nroffreeobjects += OBJ_EXPAND;
795}
796
797/*
798 * get_object() grabs an object from the list of unused objects, makes
799 * sure it is initialised, and returns it.
800 * If there are no free objects, expand_objects() is called to get more.
801 */
802
803object *get_object(void) {
804 object *op;
805
806 if(free_objects==NULL) {
807 expand_objects();
808 }
809 op=free_objects;
810#ifdef MEMORY_DEBUG
811 /* The idea is hopefully by doing a realloc, the memory
812 * debugging program will now use the current stack trace to
813 * report leaks.
814 */ 563 */
815 op = realloc(op, sizeof(object)); 564 for (int i = NUM_BODY_LOCATIONS; i--; )
816 SET_FLAG(op, FLAG_REMOVED); 565 slot[i].used = slot[i].info;
817 SET_FLAG(op, FLAG_FREED);
818#endif
819 566
820 if(!QUERY_FLAG(op,FLAG_FREED)) { 567 attachable::instantiate ();
821 LOG(llevError,"Fatal: Getting busy object.\n"); 568}
822 } 569
823 free_objects=op->next; 570object *
824 if(free_objects!=NULL) 571object::clone ()
825 free_objects->prev=NULL; 572{
826 op->count= ++ob_count; 573 object *neu = create ();
827 op->name=NULL; 574 copy_to (neu);
828 op->name_pl=NULL;
829 op->title=NULL;
830 op->race=NULL;
831 op->slaying=NULL;
832 op->skill = NULL;
833 op->lore=NULL;
834 op->msg=NULL;
835 op->materialname=NULL;
836 op->next=objects;
837 op->prev=NULL;
838 op->active_next = NULL;
839 op->active_prev = NULL;
840 if(objects!=NULL)
841 objects->prev=op;
842 objects=op;
843 clear_object(op);
844 SET_FLAG(op,FLAG_REMOVED);
845 nroffreeobjects--;
846 return op; 575 return neu;
847} 576}
848 577
849/* 578/*
850 * If an object with the IS_TURNABLE() flag needs to be turned due 579 * If an object with the IS_TURNABLE() flag needs to be turned due
851 * to the closest player being on the other side, this function can 580 * to the closest player being on the other side, this function can
852 * be called to update the face variable, _and_ how it looks on the map. 581 * be called to update the face variable, _and_ how it looks on the map.
853 */ 582 */
854 583void
855void update_turn_face(object *op) { 584update_turn_face (object *op)
585{
856 if(!QUERY_FLAG(op,FLAG_IS_TURNABLE)||op->arch==NULL) 586 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || !op->arch)
857 return; 587 return;
588
858 SET_ANIMATION(op, op->direction); 589 SET_ANIMATION (op, op->direction);
859 update_object(op,UP_OBJ_FACE); 590 update_object (op, UP_OBJ_FACE);
860} 591}
861 592
862/* 593/*
863 * Updates the speed of an object. If the speed changes from 0 to another 594 * Updates the speed of an object. If the speed changes from 0 to another
864 * value, or vice versa, then add/remove the object from the active list. 595 * value, or vice versa, then add/remove the object from the active list.
865 * This function needs to be called whenever the speed of an object changes. 596 * This function needs to be called whenever the speed of an object changes.
866 */ 597 */
867 598void
868void update_ob_speed(object *op) { 599object::set_speed (float speed)
869 extern int arch_init; 600{
870 601 if (flag [FLAG_FREED] && speed)
871 /* No reason putting the archetypes objects on the speed list, 602 {
872 * since they never really need to be updated.
873 */
874
875 if (QUERY_FLAG(op, FLAG_FREED) && op->speed) {
876 LOG(llevError,"Object %s is freed but has speed.\n", op->name); 603 LOG (llevError, "Object %s is freed but has speed.\n", &name);
877#ifdef MANY_CORES 604 speed = 0;
878 abort();
879#else
880 op->speed = 0;
881#endif
882 } 605 }
883 if (arch_init) {
884 return;
885 }
886 if (FABS(op->speed)>MIN_ACTIVE_SPEED) {
887 /* If already on active list, don't do anything */
888 if (op->active_next || op->active_prev || op==active_objects)
889 return;
890 606
891 /* process_events() expects us to insert the object at the beginning 607 this->speed = speed;
892 * of the list. */ 608
893 op->active_next = active_objects; 609 if (has_active_speed ())
894 if (op->active_next!=NULL) 610 activate ();
895 op->active_next->active_prev = op;
896 active_objects = op;
897 }
898 else { 611 else
899 /* If not on the active list, nothing needs to be done */ 612 deactivate ();
900 if (!op->active_next && !op->active_prev && op!=active_objects)
901 return;
902
903 if (op->active_prev==NULL) {
904 active_objects = op->active_next;
905 if (op->active_next!=NULL)
906 op->active_next->active_prev = NULL;
907 }
908 else {
909 op->active_prev->active_next = op->active_next;
910 if (op->active_next)
911 op->active_next->active_prev = op->active_prev;
912 }
913 op->active_next = NULL;
914 op->active_prev = NULL;
915 }
916} 613}
917 614
918/* This function removes object 'op' from the list of active
919 * objects.
920 * This should only be used for style maps or other such
921 * reference maps where you don't want an object that isn't
922 * in play chewing up cpu time getting processed.
923 * The reverse of this is to call update_ob_speed, which
924 * will do the right thing based on the speed of the object.
925 */
926void remove_from_active_list(object *op)
927{
928 /* If not on the active list, nothing needs to be done */
929 if (!op->active_next && !op->active_prev && op!=active_objects)
930 return;
931
932 if (op->active_prev==NULL) {
933 active_objects = op->active_next;
934 if (op->active_next!=NULL)
935 op->active_next->active_prev = NULL;
936 }
937 else {
938 op->active_prev->active_next = op->active_next;
939 if (op->active_next)
940 op->active_next->active_prev = op->active_prev;
941 }
942 op->active_next = NULL;
943 op->active_prev = NULL;
944}
945
946/* 615/*
947 * update_object() updates the array which represents the map. 616 * update_object() updates the the map.
948 * It takes into account invisible objects (and represent squares covered 617 * It takes into account invisible objects (and represent squares covered
949 * by invisible objects by whatever is below them (unless it's another 618 * by invisible objects by whatever is below them (unless it's another
950 * invisible object, etc...) 619 * invisible object, etc...)
951 * If the object being updated is beneath a player, the look-window 620 * If the object being updated is beneath a player, the look-window
952 * of that player is updated (this might be a suboptimal way of 621 * of that player is updated (this might be a suboptimal way of
953 * updating that window, though, since update_object() is called _often_) 622 * updating that window, though, since update_object() is called _often_)
954 * 623 *
955 * action is a hint of what the caller believes need to be done. 624 * action is a hint of what the caller believes need to be done.
956 * For example, if the only thing that has changed is the face (due to
957 * an animation), we don't need to call update_position until that actually
958 * comes into view of a player. OTOH, many other things, like addition/removal
959 * of walls or living creatures may need us to update the flags now.
960 * current action are: 625 * current action are:
961 * UP_OBJ_INSERT: op was inserted 626 * UP_OBJ_INSERT: op was inserted
962 * UP_OBJ_REMOVE: op was removed 627 * UP_OBJ_REMOVE: op was removed
963 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 628 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
964 * as that is easier than trying to look at what may have changed. 629 * as that is easier than trying to look at what may have changed.
965 * UP_OBJ_FACE: only the objects face has changed. 630 * UP_OBJ_FACE: only the objects face has changed.
966 */ 631 */
967 632void
968void update_object(object *op, int action) { 633update_object (object *op, int action)
969 int update_now=0, flags; 634{
970 MoveType move_on, move_off, move_block, move_slow;
971
972 if (op == NULL) { 635 if (op == NULL)
636 {
973 /* this should never happen */ 637 /* this should never happen */
974 LOG(llevDebug,"update_object() called for NULL object.\n"); 638 LOG (llevDebug, "update_object() called for NULL object.\n");
975 return; 639 return;
976 }
977 640 }
978 if(op->env!=NULL) { 641
642 if (op->env)
643 {
979 /* Animation is currently handled by client, so nothing 644 /* Animation is currently handled by client, so nothing
980 * to do in this case. 645 * to do in this case.
981 */ 646 */
982 return; 647 return;
983 } 648 }
984 649
985 /* If the map is saving, don't do anything as everything is 650 /* If the map is saving, don't do anything as everything is
986 * going to get freed anyways. 651 * going to get freed anyways.
987 */ 652 */
988 if (!op->map || op->map->in_memory == MAP_SAVING) return; 653 if (!op->map || op->map->in_memory == MAP_SAVING)
989 654 return;
655
990 /* make sure the object is within map boundaries */ 656 /* make sure the object is within map boundaries */
991 if (op->x < 0 || op->x >= MAP_WIDTH(op->map) || 657 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
992 op->y < 0 || op->y >= MAP_HEIGHT(op->map)) { 658 {
993 LOG(llevError,"update_object() called for object out of map!\n"); 659 LOG (llevError, "update_object() called for object out of map!\n");
994#ifdef MANY_CORES 660#ifdef MANY_CORES
995 abort(); 661 abort ();
996#endif 662#endif
997 return; 663 return;
998 }
999 664 }
1000 flags = GET_MAP_FLAGS(op->map, op->x, op->y);
1001 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NEED_UPDATE);
1002 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
1003 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
1004 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
1005 move_off = GET_MAP_MOVE_OFF(op->map, op->x, op->y);
1006 665
666 mapspace &m = op->ms ();
667
668 if (!(m.flags_ & P_UPTODATE))
669 /* nop */;
1007 if (action == UP_OBJ_INSERT) { 670 else if (action == UP_OBJ_INSERT)
671 {
672 // this is likely overkill, TODO: revisit (schmorp)
1008 if (QUERY_FLAG(op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 673 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
1009 update_now=1;
1010
1011 if (QUERY_FLAG(op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 674 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
1012 update_now=1; 675 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
1013 676 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
677 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
1014 if (QUERY_FLAG(op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 678 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
1015 update_now=1; 679 || (m.move_on | op->move_on ) != m.move_on
1016 680 || (m.move_off | op->move_off ) != m.move_off
1017 if (QUERY_FLAG(op, FLAG_ALIVE) && !(flags & P_IS_ALIVE)) 681 || (m.move_slow | op->move_slow) != m.move_slow
1018 update_now=1;
1019
1020 if ((move_on | op->move_on) != move_on) update_now=1;
1021 if ((move_off | op->move_off) != move_off) update_now=1;
1022 /* This isn't perfect, but I don't expect a lot of objects to 682 /* This isn't perfect, but I don't expect a lot of objects to
1023 * to have move_allow right now. 683 * to have move_allow right now.
1024 */ 684 */
1025 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 685 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
1026 update_now=1; 686 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
1027 if ((move_slow | op->move_slow) != move_slow) update_now=1; 687 m.flags_ = 0;
1028 } 688 }
1029 /* if the object is being removed, we can't make intelligent 689 /* if the object is being removed, we can't make intelligent
1030 * decisions, because remove_ob can't really pass the object 690 * decisions, because remove_ob can't really pass the object
1031 * that is being removed. 691 * that is being removed.
1032 */ 692 */
1033 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) { 693 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
1034 update_now=1; 694 m.flags_ = 0;
1035 } else if (action == UP_OBJ_FACE) { 695 else if (action == UP_OBJ_FACE)
1036 /* Nothing to do for that case */ 696 /* Nothing to do for that case */ ;
1037 }
1038 else { 697 else
1039 LOG(llevError,"update_object called with invalid action: %d\n", action); 698 LOG (llevError, "update_object called with invalid action: %d\n", action);
1040 }
1041 699
1042 if (update_now) {
1043 SET_MAP_FLAGS(op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
1044 update_position(op->map, op->x, op->y);
1045 }
1046
1047 if(op->more!=NULL) 700 if (op->more)
1048 update_object(op->more, action); 701 update_object (op->more, action);
1049} 702}
1050 703
704object::object ()
705{
706 SET_FLAG (this, FLAG_REMOVED);
1051 707
1052/* 708 expmul = 1.0;
1053 * free_object() frees everything allocated by an object, removes 709 face = blank_face;
1054 * it from the list of used objects, and puts it on the list of 710}
1055 * free objects. The IS_FREED() flag is set in the object. 711
1056 * The object must have been removed by remove_ob() first for 712object::~object ()
1057 * this function to succeed. 713{
714 unlink ();
715
716 free_key_values (this);
717}
718
719static int object_count;
720
721void object::link ()
722{
723 assert (!index);//D
724 uuid = gen_uuid ();
725 count = ++object_count;
726
727 refcnt_inc ();
728 objects.insert (this);
729}
730
731void object::unlink ()
732{
733 if (!index)
734 return;
735
736 objects.erase (this);
737 refcnt_dec ();
738}
739
740void
741object::activate ()
742{
743 /* If already on active list, don't do anything */
744 if (active)
745 return;
746
747 if (has_active_speed ())
748 actives.insert (this);
749}
750
751void
752object::activate_recursive ()
753{
754 activate ();
755
756 for (object *op = inv; op; op = op->below)
757 op->activate_recursive ();
758}
759
760/* This function removes object 'op' from the list of active
761 * objects.
762 * This should only be used for style maps or other such
763 * reference maps where you don't want an object that isn't
764 * in play chewing up cpu time getting processed.
765 * The reverse of this is to call update_ob_speed, which
766 * will do the right thing based on the speed of the object.
1058 * 767 */
1059 * If free_inventory is set, free inventory as well. Else drop items in 768void
1060 * inventory to the ground. 769object::deactivate ()
1061 */ 770{
771 /* If not on the active list, nothing needs to be done */
772 if (!active)
773 return;
1062 774
1063void free_object(object *ob) { 775 actives.erase (this);
1064 free_object2(ob, 0);
1065} 776}
1066void free_object2(object *ob, int free_inventory) {
1067 object *tmp,*op;
1068 777
1069 ob->clear (); 778void
779object::deactivate_recursive ()
780{
781 for (object *op = inv; op; op = op->below)
782 op->deactivate_recursive ();
1070 783
1071 if (!QUERY_FLAG(ob,FLAG_REMOVED)) { 784 deactivate ();
1072 LOG(llevDebug,"Free object called with non removed object\n"); 785}
1073 dump_object(ob); 786
1074#ifdef MANY_CORES 787void
1075 abort(); 788object::set_flag_inv (int flag, int value)
1076#endif 789{
790 for (object *op = inv; op; op = op->below)
1077 } 791 {
1078 if(QUERY_FLAG(ob,FLAG_FRIENDLY)) { 792 op->flag [flag] = value;
1079 LOG(llevMonster,"Warning: tried to free friendly object.\n"); 793 op->set_flag_inv (flag, value);
1080 remove_friendly_object(ob);
1081 } 794 }
1082 if(QUERY_FLAG(ob,FLAG_FREED)) { 795}
1083 dump_object(ob); 796
1084 LOG(llevError,"Trying to free freed object.\n%s\n",errmsg); 797/*
1085 return; 798 * Remove and free all objects in the inventory of the given object.
1086 } 799 * object.c ?
1087 if(ob->more!=NULL) { 800 */
1088 free_object2(ob->more, free_inventory); 801void
1089 ob->more=NULL; 802object::destroy_inv (bool drop_to_ground)
1090 } 803{
1091 if (ob->inv) { 804 // need to check first, because the checks below might segfault
805 // as we might be on an invalid mapspace and crossfire code
806 // is too buggy to ensure that the inventory is empty.
807 // corollary: if you create arrows etc. with stuff in tis inventory,
808 // cf will crash below with off-map x and y
809 if (!inv)
810 return;
811
1092 /* Only if the space blocks everything do we not process - 812 /* Only if the space blocks everything do we not process -
1093 * if some form of movemnt is allowed, let objects 813 * if some form of movement is allowed, let objects
1094 * drop on that space. 814 * drop on that space.
1095 */ 815 */
1096 if (free_inventory || ob->map==NULL || ob->map->in_memory!=MAP_IN_MEMORY || 816 if (!drop_to_ground
1097 (GET_MAP_MOVE_BLOCK(ob->map, ob->x, ob->y) == MOVE_ALL)) 817 || !map
1098 { 818 || map->in_memory != MAP_IN_MEMORY
1099 op=ob->inv; 819 || map->nodrop
1100 while(op!=NULL) { 820 || ms ().move_block == MOVE_ALL)
1101 tmp=op->below; 821 {
1102 remove_ob(op); 822 while (inv)
1103 free_object2(op, free_inventory); 823 {
1104 op=tmp; 824 inv->destroy_inv (drop_to_ground);
825 inv->destroy ();
826 }
1105 } 827 }
1106 } 828 else
1107 else { /* Put objects in inventory onto this space */ 829 { /* Put objects in inventory onto this space */
1108 op=ob->inv; 830 while (inv)
1109 while(op!=NULL) { 831 {
1110 tmp=op->below; 832 object *op = inv;
1111 remove_ob(op); 833
1112 if(QUERY_FLAG(op,FLAG_STARTEQUIP)||QUERY_FLAG(op,FLAG_NO_DROP) || 834 if (op->flag [FLAG_STARTEQUIP]
1113 op->type==RUNE || op->type==TRAP || QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 835 || op->flag [FLAG_NO_DROP]
1114 free_object(op); 836 || op->type == RUNE
1115 else { 837 || op->type == TRAP
1116 op->x=ob->x; 838 || op->flag [FLAG_IS_A_TEMPLATE]
1117 op->y=ob->y; 839 || op->flag [FLAG_DESTROY_ON_DEATH])
1118 insert_ob_in_map(op,ob->map,NULL,0); /* Insert in same map as the envir */ 840 op->destroy ();
1119 } 841 else
1120 op=tmp; 842 map->insert (op, x, y);
843 }
1121 } 844 }
1122 } 845}
846
847object *object::create ()
848{
849 object *op = new object;
850 op->link ();
851 return op;
852}
853
854void
855object::do_destroy ()
856{
857 attachable::do_destroy ();
858
859 if (flag [FLAG_IS_LINKED])
860 remove_button_link (this);
861
862 if (flag [FLAG_FRIENDLY])
863 remove_friendly_object (this);
864
865 if (!flag [FLAG_REMOVED])
866 remove ();
867
868 destroy_inv (true);
869
870 deactivate ();
871 unlink ();
872
873 flag [FLAG_FREED] = 1;
874
875 // hack to ensure that freed objects still have a valid map
876 {
877 static maptile *freed_map; // freed objects are moved here to avoid crashes
878
879 if (!freed_map)
880 {
881 freed_map = new maptile;
882
883 freed_map->name = "/internal/freed_objects_map";
884 freed_map->width = 3;
885 freed_map->height = 3;
886
887 freed_map->alloc ();
888 freed_map->in_memory = MAP_IN_MEMORY;
1123 } 889 }
1124 /* Remove object from the active list */
1125 ob->speed = 0;
1126 update_ob_speed(ob);
1127 890
1128 SET_FLAG(ob, FLAG_FREED); 891 map = freed_map;
1129 ob->count = 0; 892 x = 1;
1130 893 y = 1;
1131 /* Remove this object from the list of used objects */
1132 if(ob->prev==NULL) {
1133 objects=ob->next;
1134 if(objects!=NULL)
1135 objects->prev=NULL;
1136 }
1137 else {
1138 ob->prev->next=ob->next;
1139 if(ob->next!=NULL)
1140 ob->next->prev=ob->prev;
1141 }
1142 894 }
1143 if(ob->name!=NULL) FREE_AND_CLEAR_STR(ob->name);
1144 if(ob->name_pl!=NULL) FREE_AND_CLEAR_STR(ob->name_pl);
1145 if(ob->title!=NULL) FREE_AND_CLEAR_STR(ob->title);
1146 if(ob->race!=NULL) FREE_AND_CLEAR_STR(ob->race);
1147 if(ob->slaying!=NULL) FREE_AND_CLEAR_STR(ob->slaying);
1148 if(ob->skill!=NULL) FREE_AND_CLEAR_STR(ob->skill);
1149 if(ob->lore!=NULL) FREE_AND_CLEAR_STR(ob->lore);
1150 if(ob->msg!=NULL) FREE_AND_CLEAR_STR(ob->msg);
1151 if(ob->materialname!=NULL) FREE_AND_CLEAR_STR(ob->materialname);
1152 895
896 head = 0;
897
898 if (more)
1153 899 {
1154 /* Why aren't events freed? */ 900 more->destroy ();
1155 free_key_values(ob); 901 more = 0;
902 }
1156 903
1157#if 0 /* MEMORY_DEBUG*/ 904 // clear those pointers that likely might have circular references to us
1158 /* This is a nice idea. Unfortunately, a lot of the code in crossfire 905 owner = 0;
1159 * presumes the freed_object will stick around for at least a little 906 enemy = 0;
1160 * bit 907 attacked_by = 0;
1161 */
1162 /* this is necessary so that memory debugging programs will
1163 * be able to accurately report source of malloc. If we recycle
1164 * objects, then some other area may be doing the get_object
1165 * and not freeing it, but the original one that malloc'd the
1166 * object will get the blame.
1167 */
1168 free(ob);
1169#else
1170
1171 /* Now link it with the free_objects list: */
1172 ob->prev=NULL;
1173 ob->next=free_objects;
1174 if(free_objects!=NULL)
1175 free_objects->prev=ob;
1176 free_objects=ob;
1177 nroffreeobjects++;
1178#endif
1179} 908}
1180 909
1181/* 910void
1182 * count_free() returns the number of objects on the list of free objects. 911object::destroy (bool destroy_inventory)
1183 */ 912{
1184 913 if (destroyed ())
1185int count_free(void) {
1186 int i=0;
1187 object *tmp=free_objects;
1188 while(tmp!=NULL)
1189 tmp=tmp->next, i++;
1190 return i; 914 return;
1191}
1192 915
1193/* 916 if (destroy_inventory)
1194 * count_used() returns the number of objects on the list of used objects. 917 destroy_inv (false);
1195 */
1196 918
1197int count_used(void) { 919 attachable::destroy ();
1198 int i=0;
1199 object *tmp=objects;
1200 while(tmp!=NULL)
1201 tmp=tmp->next, i++;
1202 return i;
1203}
1204
1205/*
1206 * count_active() returns the number of objects on the list of active objects.
1207 */
1208
1209int count_active(void) {
1210 int i=0;
1211 object *tmp=active_objects;
1212 while(tmp!=NULL)
1213 tmp=tmp->active_next, i++;
1214 return i;
1215} 920}
1216 921
1217/* 922/*
1218 * sub_weight() recursively (outwards) subtracts a number from the 923 * sub_weight() recursively (outwards) subtracts a number from the
1219 * weight of an object (and what is carried by it's environment(s)). 924 * weight of an object (and what is carried by it's environment(s)).
1220 */ 925 */
1221 926void
1222void sub_weight (object *op, signed long weight) { 927sub_weight (object *op, signed long weight)
928{
1223 while (op != NULL) { 929 while (op != NULL)
930 {
1224 if (op->type == CONTAINER) { 931 if (op->type == CONTAINER)
1225 weight=(signed long)(weight*(100-op->stats.Str)/100); 932 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1226 } 933
1227 op->carrying-=weight; 934 op->carrying -= weight;
1228 op = op->env; 935 op = op->env;
1229 } 936 }
1230} 937}
1231 938
1232/* remove_ob(op): 939/* op->remove ():
1233 * This function removes the object op from the linked list of objects 940 * This function removes the object op from the linked list of objects
1234 * which it is currently tied to. When this function is done, the 941 * which it is currently tied to. When this function is done, the
1235 * object will have no environment. If the object previously had an 942 * object will have no environment. If the object previously had an
1236 * environment, the x and y coordinates will be updated to 943 * environment, the x and y coordinates will be updated to
1237 * the previous environment. 944 * the previous environment.
1238 * Beware: This function is called from the editor as well!
1239 */ 945 */
1240 946void
1241void remove_ob(object *op) { 947object::do_remove ()
948{
1242 object *tmp,*last=NULL; 949 object *tmp, *last = 0;
1243 object *otmp; 950 object *otmp;
1244 tag_t tag;
1245 int check_walk_off;
1246 mapstruct *m;
1247 sint16 x,y;
1248
1249 951
1250 if(QUERY_FLAG(op,FLAG_REMOVED)) { 952 if (QUERY_FLAG (this, FLAG_REMOVED))
1251 dump_object(op); 953 return;
1252 LOG(llevError,"Trying to remove removed object.\n%s\n",errmsg);
1253 954
1254 /* Changed it to always dump core in this case. As has been learned
1255 * in the past, trying to recover from errors almost always
1256 * make things worse, and this is a real error here - something
1257 * that should not happen.
1258 * Yes, if this was a mission critical app, trying to do something
1259 * to recover may make sense, but that is because failure of the app
1260 * may have other disastrous problems. Cf runs out of a script
1261 * so is easily enough restarted without any real problems.
1262 * MSW 2001-07-01
1263 */
1264 abort();
1265 }
1266 if(op->more!=NULL)
1267 remove_ob(op->more);
1268
1269 SET_FLAG(op, FLAG_REMOVED); 955 SET_FLAG (this, FLAG_REMOVED);
956 INVOKE_OBJECT (REMOVE, this);
1270 957
958 if (more)
959 more->remove ();
960
1271 /* 961 /*
1272 * In this case, the object to be removed is in someones 962 * In this case, the object to be removed is in someones
1273 * inventory. 963 * inventory.
1274 */ 964 */
1275 if(op->env!=NULL) { 965 if (env)
1276 if(op->nrof) 966 {
967 if (nrof)
1277 sub_weight(op->env, op->weight*op->nrof); 968 sub_weight (env, weight * nrof);
1278 else 969 else
1279 sub_weight(op->env, op->weight+op->carrying); 970 sub_weight (env, weight + carrying);
1280 971
1281 /* NO_FIX_PLAYER is set when a great many changes are being 972 /* NO_FIX_PLAYER is set when a great many changes are being
1282 * made to players inventory. If set, avoiding the call 973 * made to players inventory. If set, avoiding the call
1283 * to save cpu time. 974 * to save cpu time.
1284 */ 975 */
1285 if ((otmp=is_player_inv(op->env))!=NULL && otmp->contr && 976 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1286 !QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 977 otmp->update_stats ();
1287 fix_player(otmp);
1288 978
1289 if(op->above!=NULL) 979 if (above)
1290 op->above->below=op->below; 980 above->below = below;
1291 else 981 else
1292 op->env->inv=op->below; 982 env->inv = below;
1293 983
1294 if(op->below!=NULL) 984 if (below)
1295 op->below->above=op->above; 985 below->above = above;
1296 986
1297 /* we set up values so that it could be inserted into 987 /* we set up values so that it could be inserted into
1298 * the map, but we don't actually do that - it is up 988 * the map, but we don't actually do that - it is up
1299 * to the caller to decide what we want to do. 989 * to the caller to decide what we want to do.
1300 */
1301 op->x=op->env->x,op->y=op->env->y;
1302 op->ox=op->x,op->oy=op->y;
1303 op->map=op->env->map;
1304 op->above=NULL,op->below=NULL;
1305 op->env=NULL;
1306 return;
1307 }
1308
1309 /* If we get here, we are removing it from a map */
1310 if (op->map == NULL) return;
1311
1312 x = op->x;
1313 y = op->y;
1314 m = get_map_from_coord(op->map, &x, &y);
1315
1316 if (!m) {
1317 LOG(llevError,"remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1318 op->map->path, op->x, op->y);
1319 /* in old days, we used to set x and y to 0 and continue.
1320 * it seems if we get into this case, something is probablye
1321 * screwed up and should be fixed.
1322 */
1323 abort();
1324 }
1325 if (op->map != m) {
1326 LOG(llevDebug,"remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1327 op->map->path, m->path, op->x, op->y, x, y);
1328 }
1329
1330 /* Re did the following section of code - it looks like it had
1331 * lots of logic for things we no longer care about
1332 */ 990 */
991 x = env->x, y = env->y;
992 map = env->map;
993 above = 0, below = 0;
994 env = 0;
995 }
996 else if (map)
997 {
998 if (type == PLAYER)
999 {
1000 // leaving a spot always closes any open container on the ground
1001 if (container && !container->env)
1002 // this causes spurious floorbox updates, but it ensures
1003 // that the CLOSE event is being sent.
1004 close_container ();
1333 1005
1006 --map->players;
1007 map->touch ();
1008 }
1009
1010 map->dirty = true;
1011 mapspace &ms = this->ms ();
1012
1334 /* link the object above us */ 1013 /* link the object above us */
1335 if (op->above) 1014 if (above)
1336 op->above->below=op->below; 1015 above->below = below;
1337 else 1016 else
1338 SET_MAP_TOP(m,x,y,op->below); /* we were top, set new top */ 1017 ms.top = below; /* we were top, set new top */
1339 1018
1340 /* Relink the object below us, if there is one */ 1019 /* Relink the object below us, if there is one */
1341 if(op->below) { 1020 if (below)
1342 op->below->above=op->above; 1021 below->above = above;
1343 } else { 1022 else
1023 {
1344 /* Nothing below, which means we need to relink map object for this space 1024 /* Nothing below, which means we need to relink map object for this space
1345 * use translated coordinates in case some oddness with map tiling is 1025 * use translated coordinates in case some oddness with map tiling is
1346 * evident 1026 * evident
1347 */ 1027 */
1348 if(GET_MAP_OB(m,x,y)!=op) { 1028 if (GET_MAP_OB (map, x, y) != this)
1349 dump_object(op);
1350 LOG(llevError,"remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1029 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 ());
1351 dump_object(GET_MAP_OB(m,x,y));
1352 LOG(llevError,"%s\n",errmsg);
1353 }
1354 SET_MAP_OB(m,x,y,op->above); /* goes on above it. */
1355 }
1356 op->above=NULL;
1357 op->below=NULL;
1358 1030
1031 ms.bot = above; /* goes on above it. */
1032 }
1033
1034 above = 0;
1035 below = 0;
1036
1359 if (op->map->in_memory == MAP_SAVING) 1037 if (map->in_memory == MAP_SAVING)
1360 return; 1038 return;
1361 1039
1362 tag = op->count; 1040 int check_walk_off = !flag [FLAG_NO_APPLY];
1363 check_walk_off = ! QUERY_FLAG (op, FLAG_NO_APPLY); 1041
1364 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) { 1042 for (tmp = ms.bot; tmp; tmp = tmp->above)
1043 {
1365 /* No point updating the players look faces if he is the object 1044 /* No point updating the players look faces if he is the object
1366 * being removed. 1045 * being removed.
1367 */ 1046 */
1368 1047
1369 if(tmp->type==PLAYER && tmp!=op) { 1048 if (tmp->type == PLAYER && tmp != this)
1049 {
1370 /* If a container that the player is currently using somehow gets 1050 /* If a container that the player is currently using somehow gets
1371 * removed (most likely destroyed), update the player view 1051 * removed (most likely destroyed), update the player view
1372 * appropriately. 1052 * appropriately.
1373 */ 1053 */
1374 if (tmp->container==op) { 1054 if (tmp->container == this)
1375 CLEAR_FLAG(op, FLAG_APPLIED); 1055 {
1376 tmp->container=NULL; 1056 flag [FLAG_APPLIED] = 0;
1377 } 1057 tmp->container = 0;
1378 tmp->contr->socket.update_look=1; 1058 }
1379 } 1059
1060 if (tmp->contr->ns)
1061 tmp->contr->ns->floorbox_update ();
1062 }
1063
1380 /* See if player moving off should effect something */ 1064 /* See if object moving off should effect something */
1381 if (check_walk_off && ((op->move_type & tmp->move_off) && 1065 if (check_walk_off
1066 && ((move_type & tmp->move_off)
1382 (op->move_type & ~tmp->move_off & ~tmp->move_block)==0)) { 1067 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1068 {
1069 move_apply (tmp, this, 0);
1383 1070
1384 move_apply(tmp, op, NULL); 1071 if (destroyed ())
1385 if (was_destroyed (op, tag)) { 1072 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1386 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " 1073 }
1387 "leaving object\n", tmp->name, tmp->arch->name);
1388 }
1389 }
1390 1074
1391 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1075 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1392 1076 //TODO: why is this horrible hacka fix? get rid of this code=bug! (schmorp)
1393 if(tmp->above == tmp) 1077 if (tmp->above == tmp)
1394 tmp->above = NULL; 1078 tmp->above = 0;
1395 last=tmp; 1079
1396 } 1080 last = tmp;
1081 }
1082
1397 /* last == NULL of there are no objects on this space */ 1083 /* last == NULL if there are no objects on this space */
1398 if (last==NULL) { 1084 //TODO: this makes little sense, why only update the topmost object?
1399 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory, 1085 if (!last)
1400 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures 1086 map->at (x, y).flags_ = 0;
1401 * those out anyways, and if there are any flags set right now, they won't
1402 * be correct anyways.
1403 */
1404 SET_MAP_FLAGS(op->map, op->x, op->y, P_NEED_UPDATE);
1405 update_position(op->map, op->x, op->y);
1406 }
1407 else 1087 else
1408 update_object(last, UP_OBJ_REMOVE); 1088 update_object (last, UP_OBJ_REMOVE);
1409 1089
1410 if(QUERY_FLAG(op,FLAG_BLOCKSVIEW)|| (op->glow_radius != 0)) 1090 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1411 update_all_los(op->map, op->x, op->y); 1091 update_all_los (map, x, y);
1412 1092 }
1413} 1093}
1414 1094
1415/* 1095/*
1416 * merge_ob(op,top): 1096 * merge_ob(op,top):
1417 * 1097 *
1418 * This function goes through all objects below and including top, and 1098 * This function goes through all objects below and including top, and
1419 * merges op to the first matching object. 1099 * merges op to the first matching object.
1420 * If top is NULL, it is calculated. 1100 * If top is NULL, it is calculated.
1421 * Returns pointer to object if it succeded in the merge, otherwise NULL 1101 * Returns pointer to object if it succeded in the merge, otherwise NULL
1422 */ 1102 */
1423 1103object *
1424object *merge_ob(object *op, object *top) { 1104merge_ob (object *op, object *top)
1105{
1425 if(!op->nrof) 1106 if (!op->nrof)
1426 return 0; 1107 return 0;
1427 if(top==NULL) 1108
1109 if (top)
1428 for(top=op;top!=NULL&&top->above!=NULL;top=top->above); 1110 for (top = op; top && top->above; top = top->above)
1111 ;
1112
1429 for(;top!=NULL;top=top->below) { 1113 for (; top; top = top->below)
1114 {
1430 if(top==op) 1115 if (top == op)
1431 continue; 1116 continue;
1432 if (CAN_MERGE(op,top)) 1117
1433 { 1118 if (object::can_merge (op, top))
1119 {
1434 top->nrof+=op->nrof; 1120 top->nrof += op->nrof;
1121
1435/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1122/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1436 op->weight = 0; /* Don't want any adjustements now */ 1123 op->weight = 0; /* Don't want any adjustements now */
1437 remove_ob(op); 1124 op->destroy ();
1438 free_object(op);
1439 return top; 1125 return top;
1440 } 1126 }
1441 } 1127 }
1128
1442 return NULL; 1129 return 0;
1443} 1130}
1444 1131
1132void
1133object::expand_tail ()
1134{
1135 if (more)
1136 return;
1137
1138 object *prev = this;
1139
1140 for (archetype *at = arch->more; at; at = at->more)
1141 {
1142 object *op = arch_to_object (at);
1143
1144 op->name = name;
1145 op->name_pl = name_pl;
1146 op->title = title;
1147
1148 op->head = this;
1149 prev->more = op;
1150
1151 prev = op;
1152 }
1153}
1154
1445/* 1155/*
1446 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1156 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1447 * job preparing multi-part monsters 1157 * job preparing multi-part monsters.
1448 */ 1158 */
1159object *
1449object *insert_ob_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y){ 1160insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1450 object* tmp; 1161{
1451 if (op->head) 1162 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1452 op=op->head; 1163 {
1453 for (tmp=op;tmp;tmp=tmp->more){
1454 tmp->x=x+tmp->arch->clone.x; 1164 tmp->x = x + tmp->arch->clone.x;
1455 tmp->y=y+tmp->arch->clone.y; 1165 tmp->y = y + tmp->arch->clone.y;
1456 } 1166 }
1167
1457 return insert_ob_in_map (op, m, originator, flag); 1168 return insert_ob_in_map (op, m, originator, flag);
1458} 1169}
1459 1170
1460/* 1171/*
1461 * insert_ob_in_map (op, map, originator, flag): 1172 * insert_ob_in_map (op, map, originator, flag):
1462 * This function inserts the object in the two-way linked list 1173 * This function inserts the object in the two-way linked list
1475 * Return value: 1186 * Return value:
1476 * new object if 'op' was merged with other object 1187 * new object if 'op' was merged with other object
1477 * NULL if 'op' was destroyed 1188 * NULL if 'op' was destroyed
1478 * just 'op' otherwise 1189 * just 'op' otherwise
1479 */ 1190 */
1480 1191object *
1481object *insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1192insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1482{ 1193{
1194 assert (!op->flag [FLAG_FREED]);
1195
1483 object *tmp, *top, *floor=NULL; 1196 object *tmp, *top, *floor = NULL;
1484 sint16 x,y;
1485 1197
1486 if (QUERY_FLAG (op, FLAG_FREED)) { 1198 op->remove ();
1487 LOG (llevError, "Trying to insert freed object!\n"); 1199
1488 return NULL; 1200#if 0
1489 } 1201 if (!m->active != !op->active)
1490 if(m==NULL) { 1202 if (m->active)
1491 dump_object(op); 1203 op->activate_recursive ();
1492 LOG(llevError,"Trying to insert in null-map!\n%s\n",errmsg); 1204 else
1493 return op; 1205 op->deactivate_recursive ();
1494 } 1206#endif
1207
1495 if(out_of_map(m,op->x,op->y)) { 1208 if (out_of_map (m, op->x, op->y))
1496 dump_object(op); 1209 {
1497 LOG(llevError,"Trying to insert object outside the map.\n%s\n", errmsg); 1210 LOG (llevError, "Trying to insert object outside the map.\n%s\n", op->debug_desc ());
1498#ifdef MANY_CORES 1211#ifdef MANY_CORES
1499 /* Better to catch this here, as otherwise the next use of this object 1212 /* Better to catch this here, as otherwise the next use of this object
1500 * is likely to cause a crash. Better to find out where it is getting 1213 * is likely to cause a crash. Better to find out where it is getting
1501 * improperly inserted. 1214 * improperly inserted.
1502 */ 1215 */
1503 abort(); 1216 abort ();
1504#endif 1217#endif
1505 return op; 1218 return op;
1506 } 1219 }
1507 if(!QUERY_FLAG(op,FLAG_REMOVED)) {
1508 dump_object(op);
1509 LOG(llevError,"Trying to insert (map) inserted object.\n%s\n", errmsg);
1510 return op;
1511 }
1512 if(op->more!=NULL) {
1513 /* The part may be on a different map. */
1514 1220
1515 object *more = op->more; 1221 if (object *more = op->more)
1516 1222 {
1517 /* We really need the caller to normalize coordinates - if
1518 * we set the map, that doesn't work if the location is within
1519 * a map and this is straddling an edge. So only if coordinate
1520 * is clear wrong do we normalize it.
1521 */
1522 if (OUT_OF_REAL_MAP(more->map, more->x, more->y)) {
1523 /* Debugging information so you can see the last coordinates this object had */
1524 more->ox = more->x;
1525 more->oy = more->y;
1526 more->map = get_map_from_coord(m, &more->x, &more->y);
1527 } else if (!more->map) {
1528 /* For backwards compatibility - when not dealing with tiled maps,
1529 * more->map should always point to the parent.
1530 */
1531 more->map = m;
1532 }
1533
1534 if (insert_ob_in_map(more, more->map, originator, flag) == NULL) { 1223 if (!insert_ob_in_map (more, m, originator, flag))
1224 {
1535 if ( ! op->head) 1225 if (!op->head)
1536 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1226 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1537 return NULL; 1227
1538 } 1228 return 0;
1229 }
1539 } 1230 }
1231
1540 CLEAR_FLAG(op,FLAG_REMOVED); 1232 CLEAR_FLAG (op, FLAG_REMOVED);
1541 1233
1542 /* Debugging information so you can see the last coordinates this object had */
1543 op->ox=op->x;
1544 op->oy=op->y;
1545
1546 /* Ideally, the caller figures this out. However, it complicates a lot 1234 /* Ideally, the caller figures this out. However, it complicates a lot
1547 * of areas of callers (eg, anything that uses find_free_spot would now 1235 * of areas of callers (eg, anything that uses find_free_spot would now
1548 * need extra work 1236 * need extra work
1549 */ 1237 */
1550 op->map=get_map_from_coord(m, &op->x, &op->y); 1238 if (!xy_normalise (m, op->x, op->y))
1551 x = op->x; 1239 return 0;
1552 y = op->y;
1553 1240
1241 op->map = m;
1242 mapspace &ms = op->ms ();
1243
1554 /* this has to be done after we translate the coordinates. 1244 /* this has to be done after we translate the coordinates.
1555 */ 1245 */
1556 if(op->nrof && !(flag & INS_NO_MERGE)) { 1246 if (op->nrof && !(flag & INS_NO_MERGE))
1557 for(tmp=GET_MAP_OB(op->map,x,y);tmp!=NULL;tmp=tmp->above) 1247 for (tmp = ms.bot; tmp; tmp = tmp->above)
1558 if (CAN_MERGE(op,tmp)) { 1248 if (object::can_merge (op, tmp))
1559 op->nrof+=tmp->nrof; 1249 {
1560 remove_ob(tmp); 1250 op->nrof += tmp->nrof;
1561 free_object(tmp); 1251 tmp->destroy ();
1562 } 1252 }
1563 }
1564 1253
1565 CLEAR_FLAG(op,FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1254 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1566 CLEAR_FLAG(op, FLAG_INV_LOCKED); 1255 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1256
1567 if (!QUERY_FLAG(op, FLAG_ALIVE)) 1257 if (!QUERY_FLAG (op, FLAG_ALIVE))
1568 CLEAR_FLAG(op, FLAG_NO_STEAL); 1258 CLEAR_FLAG (op, FLAG_NO_STEAL);
1569 1259
1570 if (flag & INS_BELOW_ORIGINATOR) { 1260 if (flag & INS_BELOW_ORIGINATOR)
1261 {
1571 if (originator->map != op->map || originator->x != op->x || 1262 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1572 originator->y != op->y) { 1263 {
1573 LOG(llevError,"insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1264 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1574 abort(); 1265 abort ();
1575 } 1266 }
1267
1576 op->above = originator; 1268 op->above = originator;
1577 op->below = originator->below; 1269 op->below = originator->below;
1578 if (op->below) op->below->above = op; 1270
1579 else SET_MAP_OB(op->map, op->x, op->y, op); 1271 if (op->below)
1272 op->below->above = op;
1273 else
1274 ms.bot = op;
1275
1580 /* since *below* originator, no need to update top */ 1276 /* since *below* originator, no need to update top */
1581 originator->below = op; 1277 originator->below = op;
1582 } else { 1278 }
1279 else
1280 {
1281 top = ms.bot;
1282
1583 /* If there are other objects, then */ 1283 /* If there are other objects, then */
1584 if((! (flag & INS_MAP_LOAD)) && ((top=GET_MAP_OB(op->map,op->x,op->y))!=NULL)) { 1284 if ((!(flag & INS_MAP_LOAD)) && top)
1585 object *last=NULL; 1285 {
1586 /* 1286 object *last = 0;
1287
1288 /*
1587 * If there are multiple objects on this space, we do some trickier handling. 1289 * If there are multiple objects on this space, we do some trickier handling.
1588 * We've already dealt with merging if appropriate. 1290 * We've already dealt with merging if appropriate.
1589 * Generally, we want to put the new object on top. But if 1291 * Generally, we want to put the new object on top. But if
1590 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1292 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1591 * floor, we want to insert above that and no further. 1293 * floor, we want to insert above that and no further.
1592 * Also, if there are spell objects on this space, we stop processing 1294 * Also, if there are spell objects on this space, we stop processing
1593 * once we get to them. This reduces the need to traverse over all of 1295 * once we get to them. This reduces the need to traverse over all of
1594 * them when adding another one - this saves quite a bit of cpu time 1296 * them when adding another one - this saves quite a bit of cpu time
1595 * when lots of spells are cast in one area. Currently, it is presumed 1297 * when lots of spells are cast in one area. Currently, it is presumed
1596 * that flying non pickable objects are spell objects. 1298 * that flying non pickable objects are spell objects.
1597 */ 1299 */
1300 for (top = ms.bot; top; top = top->above)
1301 {
1302 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR))
1303 floor = top;
1598 1304
1599 while (top != NULL) { 1305 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR))
1600 if (QUERY_FLAG(top, FLAG_IS_FLOOR) ||
1601 QUERY_FLAG(top, FLAG_OVERLAY_FLOOR)) floor = top;
1602 if (QUERY_FLAG(top, FLAG_NO_PICK)
1603 && (top->move_type & (MOVE_FLY_LOW |MOVE_FLY_HIGH))
1604 && !QUERY_FLAG(top, FLAG_IS_FLOOR))
1605 { 1306 {
1606 /* We insert above top, so we want this object below this */ 1307 /* We insert above top, so we want this object below this */
1607 top=top->below; 1308 top = top->below;
1608 break; 1309 break;
1609 } 1310 }
1610 last = top; 1311
1611 top = top->above; 1312 last = top;
1612 } 1313 }
1314
1613 /* Don't want top to be NULL, so set it to the last valid object */ 1315 /* Don't want top to be NULL, so set it to the last valid object */
1614 top = last; 1316 top = last;
1615 1317
1616 /* We let update_position deal with figuring out what the space 1318 /* We let update_position deal with figuring out what the space
1617 * looks like instead of lots of conditions here. 1319 * looks like instead of lots of conditions here.
1618 * makes things faster, and effectively the same result. 1320 * makes things faster, and effectively the same result.
1619 */ 1321 */
1620 1322
1621 /* Have object 'fall below' other objects that block view. 1323 /* Have object 'fall below' other objects that block view.
1622 * Unless those objects are exits, type 66 1324 * Unless those objects are exits.
1623 * If INS_ON_TOP is used, don't do this processing 1325 * If INS_ON_TOP is used, don't do this processing
1624 * Need to find the object that in fact blocks view, otherwise 1326 * Need to find the object that in fact blocks view, otherwise
1625 * stacking is a bit odd. 1327 * stacking is a bit odd.
1626 */ 1328 */
1627 if (!(flag & INS_ON_TOP) && 1329 if (!(flag & INS_ON_TOP)
1628 (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && 1330 && ms.flags () & P_BLOCKSVIEW
1629 (op->face && !op->face->visibility)) { 1331 && (op->face && !faces [op->face].visibility))
1332 {
1630 for (last=top; last != floor; last=last->below) 1333 for (last = top; last != floor; last = last->below)
1631 if (QUERY_FLAG(last, FLAG_BLOCKSVIEW)&&(last->type != EXIT)) break; 1334 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1335 break;
1336
1632 /* Check to see if we found the object that blocks view, 1337 /* Check to see if we found the object that blocks view,
1633 * and make sure we have a below pointer for it so that 1338 * and make sure we have a below pointer for it so that
1634 * we can get inserted below this one, which requires we 1339 * we can get inserted below this one, which requires we
1635 * set top to the object below us. 1340 * set top to the object below us.
1636 */ 1341 */
1637 if (last && last->below && last != floor) top=last->below; 1342 if (last && last->below && last != floor)
1638 } 1343 top = last->below;
1639 } /* If objects on this space */ 1344 }
1345 } /* If objects on this space */
1346
1640 if (flag & INS_MAP_LOAD) 1347 if (flag & INS_MAP_LOAD)
1641 top = GET_MAP_TOP(op->map,op->x,op->y); 1348 top = ms.top;
1349
1642 if (flag & INS_ABOVE_FLOOR_ONLY) top = floor; 1350 if (flag & INS_ABOVE_FLOOR_ONLY)
1351 top = floor;
1643 1352
1644 /* Top is the object that our object (op) is going to get inserted above. 1353 /* Top is the object that our object (op) is going to get inserted above.
1645 */ 1354 */
1646 1355
1647 /* First object on this space */ 1356 /* First object on this space */
1648 if (!top) { 1357 if (!top)
1649 op->above = GET_MAP_OB(op->map, op->x, op->y); 1358 {
1650 if (op->above) op->above->below = op; 1359 op->above = ms.bot;
1651 op->below = NULL; 1360
1652 SET_MAP_OB(op->map, op->x, op->y, op); 1361 if (op->above)
1653 } else { /* get inserted into the stack above top */ 1362 op->above->below = op;
1363
1364 op->below = 0;
1365 ms.bot = op;
1366 }
1367 else
1368 { /* get inserted into the stack above top */
1654 op->above = top->above; 1369 op->above = top->above;
1655 if (op->above) op->above->below = op; 1370
1371 if (op->above)
1372 op->above->below = op;
1373
1656 op->below = top; 1374 op->below = top;
1657 top->above = op; 1375 top->above = op;
1658 } 1376 }
1659 if (op->above==NULL) 1377
1660 SET_MAP_TOP(op->map,op->x, op->y, op); 1378 if (!op->above)
1379 ms.top = op;
1661 } /* else not INS_BELOW_ORIGINATOR */ 1380 } /* else not INS_BELOW_ORIGINATOR */
1662 1381
1663 if(op->type==PLAYER) 1382 if (op->type == PLAYER)
1383 {
1664 op->contr->do_los=1; 1384 op->contr->do_los = 1;
1385 ++op->map->players;
1386 op->map->touch ();
1387 }
1665 1388
1389 op->map->dirty = true;
1390
1666 /* If we have a floor, we know the player, if any, will be above 1391 /* If we have a floor, we know the player, if any, will be above
1667 * it, so save a few ticks and start from there. 1392 * it, so save a few ticks and start from there.
1668 */ 1393 */
1669 if (!(flag & INS_MAP_LOAD)) 1394 if (!(flag & INS_MAP_LOAD))
1670 for(tmp=floor?floor:GET_MAP_OB(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 1395 if (object *pl = ms.player ())
1671 if (tmp->type == PLAYER) 1396 if (pl->contr->ns)
1672 tmp->contr->socket.update_look=1; 1397 pl->contr->ns->floorbox_update ();
1673 }
1674 1398
1675 /* If this object glows, it may affect lighting conditions that are 1399 /* If this object glows, it may affect lighting conditions that are
1676 * visible to others on this map. But update_all_los is really 1400 * visible to others on this map. But update_all_los is really
1677 * an inefficient way to do this, as it means los for all players 1401 * an inefficient way to do this, as it means los for all players
1678 * on the map will get recalculated. The players could very well 1402 * on the map will get recalculated. The players could very well
1679 * be far away from this change and not affected in any way - 1403 * be far away from this change and not affected in any way -
1680 * this should get redone to only look for players within range, 1404 * this should get redone to only look for players within range,
1681 * or just updating the P_NEED_UPDATE for spaces within this area 1405 * or just updating the P_UPTODATE for spaces within this area
1682 * of effect may be sufficient. 1406 * of effect may be sufficient.
1683 */ 1407 */
1684 if(MAP_DARKNESS(op->map) && (op->glow_radius != 0)) 1408 if (op->map->darkness && (op->glow_radius != 0))
1685 update_all_los(op->map, op->x, op->y); 1409 update_all_los (op->map, op->x, op->y);
1686 1410
1687
1688 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1411 /* updates flags (blocked, alive, no magic, etc) for this map space */
1689 update_object(op,UP_OBJ_INSERT); 1412 update_object (op, UP_OBJ_INSERT);
1690 1413
1414 INVOKE_OBJECT (INSERT, op);
1691 1415
1692 /* Don't know if moving this to the end will break anything. However, 1416 /* Don't know if moving this to the end will break anything. However,
1693 * we want to have update_look set above before calling this. 1417 * we want to have floorbox_update called before calling this.
1694 * 1418 *
1695 * check_move_on() must be after this because code called from 1419 * check_move_on() must be after this because code called from
1696 * check_move_on() depends on correct map flags (so functions like 1420 * check_move_on() depends on correct map flags (so functions like
1697 * blocked() and wall() work properly), and these flags are updated by 1421 * blocked() and wall() work properly), and these flags are updated by
1698 * update_object(). 1422 * update_object().
1699 */ 1423 */
1700 1424
1701 /* if this is not the head or flag has been passed, don't check walk on status */ 1425 /* if this is not the head or flag has been passed, don't check walk on status */
1702
1703 if (!(flag & INS_NO_WALK_ON) && !op->head) { 1426 if (!(flag & INS_NO_WALK_ON) && !op->head)
1427 {
1704 if (check_move_on(op, originator)) 1428 if (check_move_on (op, originator))
1705 return NULL; 1429 return 0;
1706 1430
1707 /* If we are a multi part object, lets work our way through the check 1431 /* If we are a multi part object, lets work our way through the check
1708 * walk on's. 1432 * walk on's.
1709 */ 1433 */
1710 for (tmp=op->more; tmp!=NULL; tmp=tmp->more) 1434 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1711 if (check_move_on (tmp, originator)) 1435 if (check_move_on (tmp, originator))
1712 return NULL; 1436 return 0;
1713 } 1437 }
1438
1714 return op; 1439 return op;
1715} 1440}
1716 1441
1717/* this function inserts an object in the map, but if it 1442/* this function inserts an object in the map, but if it
1718 * finds an object of its own type, it'll remove that one first. 1443 * finds an object of its own type, it'll remove that one first.
1719 * op is the object to insert it under: supplies x and the map. 1444 * op is the object to insert it under: supplies x and the map.
1720 */ 1445 */
1446void
1721void replace_insert_ob_in_map(const char *arch_string, object *op) { 1447replace_insert_ob_in_map (const char *arch_string, object *op)
1722 object *tmp; 1448{
1723 object *tmp1; 1449 object *tmp, *tmp1;
1724 1450
1725 /* first search for itself and remove any old instances */ 1451 /* first search for itself and remove any old instances */
1726 1452
1727 for(tmp=GET_MAP_OB(op->map,op->x,op->y); tmp!=NULL; tmp=tmp->above) { 1453 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1728 if(!strcmp(tmp->arch->name,arch_string)) /* same archetype */ { 1454 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1729 remove_ob(tmp); 1455 tmp->destroy ();
1730 free_object(tmp);
1731 }
1732 }
1733 1456
1734 tmp1=arch_to_object(find_archetype(arch_string)); 1457 tmp1 = arch_to_object (archetype::find (arch_string));
1735 1458
1736 1459 tmp1->x = op->x;
1737 tmp1->x = op->x; tmp1->y = op->y; 1460 tmp1->y = op->y;
1738 insert_ob_in_map(tmp1,op->map,op,0); 1461 insert_ob_in_map (tmp1, op->map, op, 0);
1739} 1462}
1463
1464object *
1465object::insert_at (object *where, object *originator, int flags)
1466{
1467 return where->map->insert (this, where->x, where->y, originator, flags);
1468}
1740 1469
1741/* 1470/*
1742 * get_split_ob(ob,nr) splits up ob into two parts. The part which 1471 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1743 * is returned contains nr objects, and the remaining parts contains 1472 * is returned contains nr objects, and the remaining parts contains
1744 * the rest (or is removed and freed if that number is 0). 1473 * the rest (or is removed and freed if that number is 0).
1745 * On failure, NULL is returned, and the reason put into the 1474 * On failure, NULL is returned, and the reason put into the
1746 * global static errmsg array. 1475 * global static errmsg array.
1747 */ 1476 */
1748 1477object *
1749object *get_split_ob(object *orig_ob, uint32 nr) { 1478get_split_ob (object *orig_ob, uint32 nr)
1479{
1750 object *newob; 1480 object *newob;
1751 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1481 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1752 1482
1753 if(orig_ob->nrof<nr) { 1483 if (orig_ob->nrof < nr)
1754 sprintf(errmsg,"There are only %d %ss.",
1755 orig_ob->nrof?orig_ob->nrof:1, orig_ob->name);
1756 return NULL;
1757 } 1484 {
1485 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1486 return NULL;
1487 }
1488
1758 newob = object_create_clone(orig_ob); 1489 newob = object_create_clone (orig_ob);
1490
1759 if((orig_ob->nrof-=nr)<1) { 1491 if ((orig_ob->nrof -= nr) < 1)
1760 if ( ! is_removed) 1492 orig_ob->destroy (1);
1761 remove_ob(orig_ob);
1762 free_object2(orig_ob, 1);
1763 }
1764 else if ( ! is_removed) { 1493 else if (!is_removed)
1494 {
1765 if(orig_ob->env!=NULL) 1495 if (orig_ob->env != NULL)
1766 sub_weight (orig_ob->env,orig_ob->weight*nr); 1496 sub_weight (orig_ob->env, orig_ob->weight * nr);
1767 if (orig_ob->env == NULL && orig_ob->map->in_memory!=MAP_IN_MEMORY) { 1497 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1498 {
1768 strcpy(errmsg, "Tried to split object whose map is not in memory."); 1499 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1769 LOG(llevDebug,
1770 "Error, Tried to split object whose map is not in memory.\n"); 1500 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1771 return NULL; 1501 return NULL;
1772 } 1502 }
1773 } 1503 }
1504
1774 newob->nrof=nr; 1505 newob->nrof = nr;
1775 1506
1776 return newob; 1507 return newob;
1777} 1508}
1778 1509
1779/* 1510/*
1780 * decrease_ob_nr(object, number) decreases a specified number from 1511 * decrease_ob_nr(object, number) decreases a specified number from
1781 * the amount of an object. If the amount reaches 0, the object 1512 * the amount of an object. If the amount reaches 0, the object
1782 * is subsequently removed and freed. 1513 * is subsequently removed and freed.
1783 * 1514 *
1784 * Return value: 'op' if something is left, NULL if the amount reached 0 1515 * Return value: 'op' if something is left, NULL if the amount reached 0
1785 */ 1516 */
1786 1517object *
1787object *decrease_ob_nr (object *op, uint32 i) 1518decrease_ob_nr (object *op, uint32 i)
1788{ 1519{
1789 object *tmp; 1520 object *tmp;
1790 player *pl;
1791 1521
1792 if (i == 0) /* objects with op->nrof require this check */ 1522 if (i == 0) /* objects with op->nrof require this check */
1793 return op; 1523 return op;
1794 1524
1795 if (i > op->nrof) 1525 if (i > op->nrof)
1796 i = op->nrof; 1526 i = op->nrof;
1797 1527
1798 if (QUERY_FLAG (op, FLAG_REMOVED)) 1528 if (QUERY_FLAG (op, FLAG_REMOVED))
1529 op->nrof -= i;
1530 else if (op->env)
1531 {
1532 /* is this object in the players inventory, or sub container
1533 * therein?
1534 */
1535 tmp = op->in_player ();
1536 /* nope. Is this a container the player has opened?
1537 * If so, set tmp to that player.
1538 * IMO, searching through all the players will mostly
1539 * likely be quicker than following op->env to the map,
1540 * and then searching the map for a player.
1541 */
1542 if (!tmp)
1543 for_all_players (pl)
1544 if (pl->ob->container == op->env)
1545 {
1546 tmp = pl->ob;
1547 break;
1548 }
1549
1550 if (i < op->nrof)
1551 {
1552 sub_weight (op->env, op->weight * i);
1553 op->nrof -= i;
1554 if (tmp)
1555 esrv_send_item (tmp, op);
1556 }
1557 else
1558 {
1559 op->remove ();
1560 op->nrof = 0;
1561 if (tmp)
1562 esrv_del_item (tmp->contr, op->count);
1563 }
1799 { 1564 }
1565 else
1566 {
1567 object *above = op->above;
1568
1569 if (i < op->nrof)
1800 op->nrof -= i; 1570 op->nrof -= i;
1801 } 1571 else
1802 else if (op->env != NULL) 1572 {
1803 { 1573 op->remove ();
1804 /* is this object in the players inventory, or sub container
1805 * therein?
1806 */
1807 tmp = is_player_inv (op->env);
1808 /* nope. Is this a container the player has opened?
1809 * If so, set tmp to that player.
1810 * IMO, searching through all the players will mostly
1811 * likely be quicker than following op->env to the map,
1812 * and then searching the map for a player.
1813 */
1814 if (!tmp) {
1815 for (pl=first_player; pl; pl=pl->next)
1816 if (pl->ob->container == op->env) break;
1817 if (pl) tmp=pl->ob;
1818 else tmp=NULL;
1819 }
1820
1821 if (i < op->nrof) {
1822 sub_weight (op->env, op->weight * i);
1823 op->nrof -= i; 1574 op->nrof = 0;
1575 }
1576
1577 /* Since we just removed op, op->above is null */
1578 for (tmp = above; tmp; tmp = tmp->above)
1579 if (tmp->type == PLAYER)
1580 {
1824 if (tmp) { 1581 if (op->nrof)
1825 esrv_send_item(tmp, op); 1582 esrv_send_item (tmp, op);
1826 } 1583 else
1827 } else {
1828 remove_ob (op);
1829 op->nrof = 0;
1830 if (tmp) {
1831 esrv_del_item(tmp->contr, op->count); 1584 esrv_del_item (tmp->contr, op->count);
1832 } 1585 }
1833 }
1834 }
1835 else
1836 { 1586 }
1837 object *above = op->above;
1838 1587
1839 if (i < op->nrof) {
1840 op->nrof -= i;
1841 } else {
1842 remove_ob (op);
1843 op->nrof = 0;
1844 }
1845 /* Since we just removed op, op->above is null */
1846 for (tmp = above; tmp != NULL; tmp = tmp->above)
1847 if (tmp->type == PLAYER) {
1848 if (op->nrof)
1849 esrv_send_item(tmp, op);
1850 else
1851 esrv_del_item(tmp->contr, op->count);
1852 }
1853 }
1854
1855 if (op->nrof) { 1588 if (op->nrof)
1856 return op; 1589 return op;
1857 } else { 1590 else
1858 free_object (op); 1591 {
1592 op->destroy ();
1859 return NULL; 1593 return 0;
1860 } 1594 }
1861} 1595}
1862 1596
1863/* 1597/*
1864 * add_weight(object, weight) adds the specified weight to an object, 1598 * add_weight(object, weight) adds the specified weight to an object,
1865 * and also updates how much the environment(s) is/are carrying. 1599 * and also updates how much the environment(s) is/are carrying.
1866 */ 1600 */
1867 1601void
1868void add_weight (object *op, signed long weight) { 1602add_weight (object *op, signed long weight)
1603{
1869 while (op!=NULL) { 1604 while (op != NULL)
1605 {
1870 if (op->type == CONTAINER) { 1606 if (op->type == CONTAINER)
1871 weight=(signed long)(weight*(100-op->stats.Str)/100); 1607 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1872 } 1608
1873 op->carrying+=weight; 1609 op->carrying += weight;
1874 op=op->env; 1610 op = op->env;
1875 } 1611 }
1876} 1612}
1877 1613
1614object *
1615insert_ob_in_ob (object *op, object *where)
1616{
1617 if (!where)
1618 {
1619 char *dump = dump_object (op);
1620 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1621 free (dump);
1622 return op;
1623 }
1624
1625 if (where->head)
1626 {
1627 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1628 where = where->head;
1629 }
1630
1631 return where->insert (op);
1632}
1633
1878/* 1634/*
1879 * insert_ob_in_ob(op,environment): 1635 * env->insert (op)
1880 * This function inserts the object op in the linked list 1636 * This function inserts the object op in the linked list
1881 * inside the object environment. 1637 * inside the object environment.
1882 * 1638 *
1883 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1884 * the inventory at the last position or next to other objects of the same
1885 * type.
1886 * Frank: Now sorted by type, archetype and magic!
1887 *
1888 * The function returns now pointer to inserted item, and return value can 1639 * The function returns now pointer to inserted item, and return value can
1889 * be != op, if items are merged. -Tero 1640 * be != op, if items are merged. -Tero
1890 */ 1641 */
1891 1642object *
1892object *insert_ob_in_ob(object *op,object *where) { 1643object::insert (object *op)
1644{
1893 object *tmp, *otmp; 1645 object *tmp, *otmp;
1894 1646
1895 if(!QUERY_FLAG(op,FLAG_REMOVED)) { 1647 if (!QUERY_FLAG (op, FLAG_REMOVED))
1896 dump_object(op); 1648 op->remove ();
1897 LOG(llevError,"Trying to insert (ob) inserted object.\n%s\n", errmsg); 1649
1898 return op;
1899 }
1900 if(where==NULL) {
1901 dump_object(op);
1902 LOG(llevError,"Trying to put object in NULL.\n%s\n", errmsg);
1903 return op;
1904 }
1905 if (where->head) {
1906 LOG(llevDebug,
1907 "Warning: Tried to insert object wrong part of multipart object.\n");
1908 where = where->head;
1909 }
1910 if (op->more) { 1650 if (op->more)
1651 {
1911 LOG(llevError, "Tried to insert multipart object %s (%d)\n", 1652 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1912 op->name, op->count);
1913 return op; 1653 return op;
1914 } 1654 }
1655
1915 CLEAR_FLAG(op, FLAG_OBJ_ORIGINAL); 1656 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1916 CLEAR_FLAG(op, FLAG_REMOVED); 1657 CLEAR_FLAG (op, FLAG_REMOVED);
1917 if(op->nrof) { 1658 if (op->nrof)
1659 {
1918 for(tmp=where->inv;tmp!=NULL;tmp=tmp->below) 1660 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1919 if ( CAN_MERGE(tmp,op) ) { 1661 if (object::can_merge (tmp, op))
1662 {
1920 /* return the original object and remove inserted object 1663 /* return the original object and remove inserted object
1921 (client needs the original object) */ 1664 (client needs the original object) */
1922 tmp->nrof += op->nrof; 1665 tmp->nrof += op->nrof;
1923 /* Weight handling gets pretty funky. Since we are adding to 1666 /* Weight handling gets pretty funky. Since we are adding to
1924 * tmp->nrof, we need to increase the weight. 1667 * tmp->nrof, we need to increase the weight.
1925 */ 1668 */
1926 add_weight (where, op->weight*op->nrof); 1669 add_weight (this, op->weight * op->nrof);
1927 SET_FLAG(op, FLAG_REMOVED); 1670 SET_FLAG (op, FLAG_REMOVED);
1928 free_object(op); /* free the inserted object */ 1671 op->destroy (); /* free the inserted object */
1929 op = tmp; 1672 op = tmp;
1930 remove_ob (op); /* and fix old object's links */ 1673 op->remove (); /* and fix old object's links */
1931 CLEAR_FLAG(op, FLAG_REMOVED); 1674 CLEAR_FLAG (op, FLAG_REMOVED);
1932 break; 1675 break;
1933 } 1676 }
1934 1677
1935 /* I assume combined objects have no inventory 1678 /* I assume combined objects have no inventory
1936 * We add the weight - this object could have just been removed 1679 * We add the weight - this object could have just been removed
1937 * (if it was possible to merge). calling remove_ob will subtract 1680 * (if it was possible to merge). calling remove_ob will subtract
1938 * the weight, so we need to add it in again, since we actually do 1681 * the weight, so we need to add it in again, since we actually do
1939 * the linking below 1682 * the linking below
1940 */ 1683 */
1941 add_weight (where, op->weight*op->nrof); 1684 add_weight (this, op->weight * op->nrof);
1685 }
1942 } else 1686 else
1943 add_weight (where, (op->weight+op->carrying)); 1687 add_weight (this, (op->weight + op->carrying));
1944 1688
1945 otmp=is_player_inv(where); 1689 otmp = this->in_player ();
1946 if (otmp&&otmp->contr!=NULL) { 1690 if (otmp && otmp->contr)
1947 if (!QUERY_FLAG(otmp,FLAG_NO_FIX_PLAYER)) 1691 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1948 fix_player(otmp); 1692 otmp->update_stats ();
1949 }
1950 1693
1951 op->map=NULL; 1694 op->map = 0;
1952 op->env=where; 1695 op->env = this;
1953 op->above=NULL; 1696 op->above = 0;
1954 op->below=NULL; 1697 op->below = 0;
1955 op->x=0,op->y=0; 1698 op->x = 0, op->y = 0;
1956 op->ox=0,op->oy=0;
1957 1699
1958 /* reset the light list and los of the players on the map */ 1700 /* reset the light list and los of the players on the map */
1959 if((op->glow_radius!=0)&&where->map) 1701 if ((op->glow_radius != 0) && map)
1960 { 1702 {
1961#ifdef DEBUG_LIGHTS 1703#ifdef DEBUG_LIGHTS
1962 LOG(llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", 1704 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1963 op->name);
1964#endif /* DEBUG_LIGHTS */ 1705#endif /* DEBUG_LIGHTS */
1965 if (MAP_DARKNESS(where->map)) update_all_los(where->map, where->x, where->y); 1706 if (map->darkness)
1707 update_all_los (map, x, y);
1966 } 1708 }
1967 1709
1968 /* Client has no idea of ordering so lets not bother ordering it here. 1710 /* Client has no idea of ordering so lets not bother ordering it here.
1969 * It sure simplifies this function... 1711 * It sure simplifies this function...
1970 */ 1712 */
1971 if (where->inv==NULL) 1713 if (!inv)
1972 where->inv=op; 1714 inv = op;
1973 else { 1715 else
1716 {
1974 op->below = where->inv; 1717 op->below = inv;
1975 op->below->above = op; 1718 op->below->above = op;
1976 where->inv = op; 1719 inv = op;
1977 } 1720 }
1721
1722 INVOKE_OBJECT (INSERT, this);
1723
1978 return op; 1724 return op;
1979} 1725}
1980 1726
1981/* 1727/*
1982 * Checks if any objects has a move_type that matches objects 1728 * Checks if any objects has a move_type that matches objects
1996 * 1742 *
1997 * MSW 2001-07-08: Check all objects on space, not just those below 1743 * MSW 2001-07-08: Check all objects on space, not just those below
1998 * object being inserted. insert_ob_in_map may not put new objects 1744 * object being inserted. insert_ob_in_map may not put new objects
1999 * on top. 1745 * on top.
2000 */ 1746 */
2001 1747int
2002int check_move_on (object *op, object *originator) 1748check_move_on (object *op, object *originator)
2003{ 1749{
2004 object *tmp; 1750 object *tmp;
2005 tag_t tag;
2006 mapstruct *m=op->map; 1751 maptile *m = op->map;
2007 int x=op->x, y=op->y; 1752 int x = op->x, y = op->y;
1753
2008 MoveType move_on, move_slow, move_block; 1754 MoveType move_on, move_slow, move_block;
2009 1755
2010 if(QUERY_FLAG(op,FLAG_NO_APPLY)) 1756 if (QUERY_FLAG (op, FLAG_NO_APPLY))
2011 return 0;
2012
2013 tag = op->count;
2014
2015 move_on = GET_MAP_MOVE_ON(op->map, op->x, op->y);
2016 move_slow = GET_MAP_MOVE_SLOW(op->map, op->x, op->y);
2017 move_block = GET_MAP_MOVE_BLOCK(op->map, op->x, op->y);
2018
2019 /* if nothing on this space will slow op down or be applied,
2020 * no need to do checking below. have to make sure move_type
2021 * is set, as lots of objects don't have it set - we treat that
2022 * as walking.
2023 */
2024 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
2025 return 0;
2026
2027 /* This is basically inverse logic of that below - basically,
2028 * if the object can avoid the move on or slow move, they do so,
2029 * but can't do it if the alternate movement they are using is
2030 * blocked. Logic on this seems confusing, but does seem correct.
2031 */
2032 if ((op->move_type & ~move_on & ~move_block) != 0 &&
2033 (op->move_type & ~move_slow & ~move_block) != 0) return 0;
2034
2035 /* The objects have to be checked from top to bottom.
2036 * Hence, we first go to the top:
2037 */
2038
2039 for (tmp=GET_MAP_OB(op->map, op->x, op->y); tmp!=NULL &&
2040 tmp->above!=NULL; tmp=tmp->above) {
2041 /* Trim the search when we find the first other spell effect
2042 * this helps performance so that if a space has 50 spell objects,
2043 * we don't need to check all of them.
2044 */
2045 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG(tmp, FLAG_NO_PICK)) break;
2046 }
2047 for(;tmp!=NULL; tmp=tmp->below) {
2048 if (tmp == op) continue; /* Can't apply yourself */
2049
2050 /* Check to see if one of the movement types should be slowed down.
2051 * Second check makes sure that the movement types not being slowed
2052 * (~slow_move) is not blocked on this space - just because the
2053 * space doesn't slow down swimming (for example), if you can't actually
2054 * swim on that space, can't use it to avoid the penalty.
2055 */
2056 if (!QUERY_FLAG(op, FLAG_WIZPASS)) {
2057 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
2058 ((op->move_type & tmp->move_slow) &&
2059 (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) {
2060
2061 float diff;
2062
2063 diff = tmp->move_slow_penalty*FABS(op->speed);
2064 if (op->type == PLAYER) {
2065 if ((QUERY_FLAG(tmp, FLAG_IS_HILLY) && find_skill_by_number(op, SK_CLIMBING)) ||
2066 (QUERY_FLAG(tmp, FLAG_IS_WOODED) && find_skill_by_number(op, SK_WOODSMAN))) {
2067 diff /= 4.0;
2068 }
2069 }
2070 op->speed_left -= diff;
2071 }
2072 }
2073
2074 /* Basically same logic as above, except now for actual apply. */
2075 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
2076 ((op->move_type & tmp->move_on) &&
2077 (op->move_type & ~tmp->move_on & ~tmp->move_block)==0)) {
2078
2079 move_apply(tmp, op, originator);
2080 if (was_destroyed (op, tag))
2081 return 1;
2082
2083 /* what the person/creature stepped onto has moved the object
2084 * someplace new. Don't process any further - if we did,
2085 * have a feeling strange problems would result.
2086 */
2087 if (op->map != m || op->x != x || op->y != y) return 0;
2088 }
2089 }
2090 return 0; 1757 return 0;
1758
1759 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1760 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1761 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1762
1763 /* if nothing on this space will slow op down or be applied,
1764 * no need to do checking below. have to make sure move_type
1765 * is set, as lots of objects don't have it set - we treat that
1766 * as walking.
1767 */
1768 if (op->move_type && !(op->move_type & move_on) && !(op->move_type & move_slow))
1769 return 0;
1770
1771 /* This is basically inverse logic of that below - basically,
1772 * if the object can avoid the move on or slow move, they do so,
1773 * but can't do it if the alternate movement they are using is
1774 * blocked. Logic on this seems confusing, but does seem correct.
1775 */
1776 if ((op->move_type & ~move_on & ~move_block) != 0 && (op->move_type & ~move_slow & ~move_block) != 0)
1777 return 0;
1778
1779 /* The objects have to be checked from top to bottom.
1780 * Hence, we first go to the top:
1781 */
1782
1783 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1784 {
1785 /* Trim the search when we find the first other spell effect
1786 * this helps performance so that if a space has 50 spell objects,
1787 * we don't need to check all of them.
1788 */
1789 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1790 break;
1791 }
1792
1793 for (; tmp; tmp = tmp->below)
1794 {
1795 if (tmp == op)
1796 continue; /* Can't apply yourself */
1797
1798 /* Check to see if one of the movement types should be slowed down.
1799 * Second check makes sure that the movement types not being slowed
1800 * (~slow_move) is not blocked on this space - just because the
1801 * space doesn't slow down swimming (for example), if you can't actually
1802 * swim on that space, can't use it to avoid the penalty.
1803 */
1804 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1805 {
1806 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1807 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1808 {
1809
1810 float
1811 diff = tmp->move_slow_penalty * fabs (op->speed);
1812
1813 if (op->type == PLAYER)
1814 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) ||
1815 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN)))
1816 diff /= 4.0;
1817
1818 op->speed_left -= diff;
1819 }
1820 }
1821
1822 /* Basically same logic as above, except now for actual apply. */
1823 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1824 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1825 {
1826 move_apply (tmp, op, originator);
1827
1828 if (op->destroyed ())
1829 return 1;
1830
1831 /* what the person/creature stepped onto has moved the object
1832 * someplace new. Don't process any further - if we did,
1833 * have a feeling strange problems would result.
1834 */
1835 if (op->map != m || op->x != x || op->y != y)
1836 return 0;
1837 }
1838 }
1839
1840 return 0;
2091} 1841}
2092 1842
2093/* 1843/*
2094 * present_arch(arch, map, x, y) searches for any objects with 1844 * present_arch(arch, map, x, y) searches for any objects with
2095 * a matching archetype at the given map and coordinates. 1845 * a matching archetype at the given map and coordinates.
2096 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
2097 */ 1847 */
2098 1848object *
2099object *present_arch(const archetype *at, mapstruct *m, int x, int y) { 1849present_arch (const archetype *at, maptile *m, int x, int y)
2100 object *tmp; 1850{
2101 if(m==NULL || out_of_map(m,x,y)) { 1851 if (!m || out_of_map (m, x, y))
1852 {
2102 LOG(llevError,"Present_arch called outside map.\n"); 1853 LOG (llevError, "Present_arch called outside map.\n");
2103 return NULL; 1854 return NULL;
2104 } 1855 }
2105 for(tmp=GET_MAP_OB(m,x,y); tmp != NULL; tmp = tmp->above) 1856
1857 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2106 if(tmp->arch == at) 1858 if (tmp->arch == at)
2107 return tmp; 1859 return tmp;
1860
2108 return NULL; 1861 return NULL;
2109} 1862}
2110 1863
2111/* 1864/*
2112 * present(type, map, x, y) searches for any objects with 1865 * present(type, map, x, y) searches for any objects with
2113 * a matching type variable at the given map and coordinates. 1866 * a matching type variable at the given map and coordinates.
2114 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2115 */ 1868 */
2116 1869object *
2117object *present(unsigned char type,mapstruct *m, int x,int y) { 1870present (unsigned char type, maptile *m, int x, int y)
2118 object *tmp; 1871{
2119 if(out_of_map(m,x,y)) { 1872 if (out_of_map (m, x, y))
1873 {
2120 LOG(llevError,"Present called outside map.\n"); 1874 LOG (llevError, "Present called outside map.\n");
2121 return NULL; 1875 return NULL;
2122 } 1876 }
2123 for(tmp=GET_MAP_OB(m,x,y);tmp!=NULL;tmp=tmp->above) 1877
1878 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2124 if(tmp->type==type) 1879 if (tmp->type == type)
2125 return tmp; 1880 return tmp;
1881
2126 return NULL; 1882 return NULL;
2127} 1883}
2128 1884
2129/* 1885/*
2130 * present_in_ob(type, object) searches for any objects with 1886 * present_in_ob(type, object) searches for any objects with
2131 * a matching type variable in the inventory of the given object. 1887 * a matching type variable in the inventory of the given object.
2132 * The first matching object is returned, or NULL if none. 1888 * The first matching object is returned, or NULL if none.
2133 */ 1889 */
2134 1890object *
2135object *present_in_ob(unsigned char type, const object *op) { 1891present_in_ob (unsigned char type, const object *op)
2136 object *tmp; 1892{
2137 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1893 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2138 if(tmp->type==type) 1894 if (tmp->type == type)
2139 return tmp; 1895 return tmp;
1896
2140 return NULL; 1897 return NULL;
2141} 1898}
2142 1899
2143/* 1900/*
2144 * present_in_ob (type, str, object) searches for any objects with 1901 * present_in_ob (type, str, object) searches for any objects with
2152 * str is the string to match against. Note that we match against 1909 * str is the string to match against. Note that we match against
2153 * the object name, not the archetype name. this is so that the 1910 * the object name, not the archetype name. this is so that the
2154 * spell code can use one object type (force), but change it's name 1911 * spell code can use one object type (force), but change it's name
2155 * to be unique. 1912 * to be unique.
2156 */ 1913 */
2157 1914object *
2158object *present_in_ob_by_name(int type, const char *str, const object *op) { 1915present_in_ob_by_name (int type, const char *str, const object *op)
2159 object *tmp; 1916{
2160
2161 for(tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2162 if ((type==-1 || tmp->type==type) && (!strcmp(str, tmp->name))) 1918 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2163 return tmp; 1919 return tmp;
2164 } 1920
2165 return NULL; 1921 return 0;
2166} 1922}
2167 1923
2168/* 1924/*
2169 * present_arch_in_ob(archetype, object) searches for any objects with 1925 * present_arch_in_ob(archetype, object) searches for any objects with
2170 * a matching archetype in the inventory of the given object. 1926 * a matching archetype in the inventory of the given object.
2171 * The first matching object is returned, or NULL if none. 1927 * The first matching object is returned, or NULL if none.
2172 */ 1928 */
2173 1929object *
2174object *present_arch_in_ob(const archetype *at, const object *op) { 1930present_arch_in_ob (const archetype *at, const object *op)
2175 object *tmp; 1931{
2176 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 1932 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2177 if( tmp->arch == at) 1933 if (tmp->arch == at)
2178 return tmp; 1934 return tmp;
1935
2179 return NULL; 1936 return NULL;
2180} 1937}
2181 1938
2182/* 1939/*
2183 * activate recursively a flag on an object inventory 1940 * activate recursively a flag on an object inventory
2184 */ 1941 */
1942void
2185void flag_inv(object*op, int flag){ 1943flag_inv (object *op, int flag)
2186 object *tmp; 1944{
2187 if(op->inv) 1945 if (op->inv)
2188 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1946 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1947 {
2189 SET_FLAG(tmp, flag); 1948 SET_FLAG (tmp, flag);
2190 flag_inv(tmp,flag); 1949 flag_inv (tmp, flag);
2191 } 1950 }
1951}
1952
2192}/* 1953/*
2193 * desactivate recursively a flag on an object inventory 1954 * deactivate recursively a flag on an object inventory
2194 */ 1955 */
1956void
2195void unflag_inv(object*op, int flag){ 1957unflag_inv (object *op, int flag)
2196 object *tmp; 1958{
2197 if(op->inv) 1959 if (op->inv)
2198 for(tmp = op->inv; tmp != NULL; tmp = tmp->below){ 1960 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
1961 {
2199 CLEAR_FLAG(tmp, flag); 1962 CLEAR_FLAG (tmp, flag);
2200 unflag_inv(tmp,flag); 1963 unflag_inv (tmp, flag);
2201 } 1964 }
2202} 1965}
2203 1966
2204/* 1967/*
2205 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1968 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2206 * all it's inventory (recursively). 1969 * all it's inventory (recursively).
2207 * If checksums are used, a player will get set_cheat called for 1970 * If checksums are used, a player will get set_cheat called for
2208 * him/her-self and all object carried by a call to this function. 1971 * him/her-self and all object carried by a call to this function.
2209 */ 1972 */
2210 1973void
2211void set_cheat(object *op) { 1974set_cheat (object *op)
1975{
2212 SET_FLAG(op, FLAG_WAS_WIZ); 1976 SET_FLAG (op, FLAG_WAS_WIZ);
2213 flag_inv(op, FLAG_WAS_WIZ); 1977 flag_inv (op, FLAG_WAS_WIZ);
2214} 1978}
2215 1979
2216/* 1980/*
2217 * find_free_spot(object, map, x, y, start, stop) will search for 1981 * find_free_spot(object, map, x, y, start, stop) will search for
2218 * a spot at the given map and coordinates which will be able to contain 1982 * a spot at the given map and coordinates which will be able to contain
2232 * 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
2233 * 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
2234 * 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
2235 * customized, changed states, etc. 1999 * customized, changed states, etc.
2236 */ 2000 */
2237 2001int
2238int 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{
2239 int i,index=0, flag; 2004 int index = 0, flag;
2240 static int altern[SIZEOFFREE]; 2005 int altern[SIZEOFFREE];
2241 2006
2242 for(i=start;i<stop;i++) { 2007 for (int i = start; i < stop; i++)
2008 {
2243 flag = ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i]); 2009 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2244 if(!flag) 2010 if (!flag)
2245 altern[index++]=i; 2011 altern [index++] = i;
2246 2012
2247 /* Basically, if we find a wall on a space, we cut down the search size. 2013 /* Basically, if we find a wall on a space, we cut down the search size.
2248 * In this way, we won't return spaces that are on another side of a wall. 2014 * In this way, we won't return spaces that are on another side of a wall.
2249 * This mostly work, but it cuts down the search size in all directions - 2015 * This mostly work, but it cuts down the search size in all directions -
2250 * if the space being examined only has a wall to the north and empty 2016 * if the space being examined only has a wall to the north and empty
2251 * spaces in all the other directions, this will reduce the search space 2017 * spaces in all the other directions, this will reduce the search space
2252 * to only the spaces immediately surrounding the target area, and 2018 * to only the spaces immediately surrounding the target area, and
2253 * won't look 2 spaces south of the target space. 2019 * won't look 2 spaces south of the target space.
2254 */ 2020 */
2255 else if ((flag & AB_NO_PASS) && maxfree[i]<stop) 2021 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2256 stop=maxfree[i]; 2022 stop = maxfree[i];
2257 } 2023 }
2258 if(!index) return -1;
2259 return altern[RANDOM()%index];
2260}
2261 2024
2025 if (!index)
2026 return -1;
2027
2028 return altern [rndm (index)];
2029}
2030
2262/* 2031/*
2263 * find_first_free_spot(archetype, mapstruct, x, y) works like 2032 * find_first_free_spot(archetype, maptile, x, y) works like
2264 * find_free_spot(), but it will search max number of squares. 2033 * find_free_spot(), but it will search max number of squares.
2265 * But it will return the first available spot, not a random choice. 2034 * But it will return the first available spot, not a random choice.
2266 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2035 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2267 */ 2036 */
2268 2037int
2269int find_first_free_spot(const object *ob, mapstruct *m,int x,int y) { 2038find_first_free_spot (const object *ob, maptile *m, int x, int y)
2270 int i; 2039{
2271 for(i=0;i<SIZEOFFREE;i++) { 2040 for (int i = 0; i < SIZEOFFREE; i++)
2272 if(!ob_blocked(ob,m,x+freearr_x[i],y+freearr_y[i])) 2041 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2273 return i; 2042 return i;
2274 } 2043
2275 return -1; 2044 return -1;
2276} 2045}
2277 2046
2278/* 2047/*
2279 * The function permute(arr, begin, end) randomly reorders the array 2048 * The function permute(arr, begin, end) randomly reorders the array
2280 * arr[begin..end-1]. 2049 * arr[begin..end-1].
2050 * now uses a fisher-yates shuffle, old permute was broken
2281 */ 2051 */
2052static void
2282static void permute(int *arr, int begin, int end) 2053permute (int *arr, int begin, int end)
2283{ 2054{
2284 int i, j, tmp, len; 2055 arr += begin;
2056 end -= begin;
2285 2057
2286 len = end-begin; 2058 while (--end)
2287 for(i = begin; i < end; i++) 2059 swap (arr [end], arr [rndm (end + 1)]);
2288 {
2289 j = begin+RANDOM()%len;
2290
2291 tmp = arr[i];
2292 arr[i] = arr[j];
2293 arr[j] = tmp;
2294 }
2295} 2060}
2296 2061
2297/* new function to make monster searching more efficient, and effective! 2062/* new function to make monster searching more efficient, and effective!
2298 * This basically returns a randomized array (in the passed pointer) of 2063 * This basically returns a randomized array (in the passed pointer) of
2299 * the spaces to find monsters. In this way, it won't always look for 2064 * the spaces to find monsters. In this way, it won't always look for
2300 * monsters to the north first. However, the size of the array passed 2065 * monsters to the north first. However, the size of the array passed
2301 * covers all the spaces, so within that size, all the spaces within 2066 * covers all the spaces, so within that size, all the spaces within
2302 * the 3x3 area will be searched, just not in a predictable order. 2067 * the 3x3 area will be searched, just not in a predictable order.
2303 */ 2068 */
2069void
2304void get_search_arr(int *search_arr) 2070get_search_arr (int *search_arr)
2305{ 2071{
2306 int i; 2072 int i;
2307 2073
2308 for(i = 0; i < SIZEOFFREE; i++) 2074 for (i = 0; i < SIZEOFFREE; i++)
2309 {
2310 search_arr[i] = i; 2075 search_arr[i] = i;
2311 }
2312 2076
2313 permute(search_arr, 1, SIZEOFFREE1+1); 2077 permute (search_arr, 1, SIZEOFFREE1 + 1);
2314 permute(search_arr, SIZEOFFREE1+1, SIZEOFFREE2+1); 2078 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2315 permute(search_arr, SIZEOFFREE2+1, SIZEOFFREE); 2079 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2316} 2080}
2317 2081
2318/* 2082/*
2319 * find_dir(map, x, y, exclude) will search some close squares in the 2083 * find_dir(map, x, y, exclude) will search some close squares in the
2320 * given map at the given coordinates for live objects. 2084 * given map at the given coordinates for live objects.
2325 * Perhaps incorrectly, but I'm making the assumption that exclude 2089 * Perhaps incorrectly, but I'm making the assumption that exclude
2326 * is actually want is going to try and move there. We need this info 2090 * is actually want is going to try and move there. We need this info
2327 * because we have to know what movement the thing looking to move 2091 * because we have to know what movement the thing looking to move
2328 * there is capable of. 2092 * there is capable of.
2329 */ 2093 */
2330 2094int
2331int find_dir(mapstruct *m, int x, int y, object *exclude) { 2095find_dir (maptile *m, int x, int y, object *exclude)
2096{
2332 int i,max=SIZEOFFREE, mflags; 2097 int i, max = SIZEOFFREE, mflags;
2098
2333 sint16 nx, ny; 2099 sint16 nx, ny;
2334 object *tmp; 2100 object *tmp;
2335 mapstruct *mp; 2101 maptile *mp;
2102
2336 MoveType blocked, move_type; 2103 MoveType blocked, move_type;
2337 2104
2338 if (exclude && exclude->head) { 2105 if (exclude && exclude->head)
2106 {
2339 exclude = exclude->head; 2107 exclude = exclude->head;
2340 move_type = exclude->move_type; 2108 move_type = exclude->move_type;
2341 } else { 2109 }
2110 else
2111 {
2342 /* If we don't have anything, presume it can use all movement types. */ 2112 /* If we don't have anything, presume it can use all movement types. */
2343 move_type=MOVE_ALL; 2113 move_type = MOVE_ALL;
2114 }
2115
2116 for (i = 1; i < max; i++)
2344 } 2117 {
2345 2118 mp = m;
2346 for(i=1;i<max;i++) {
2347 mp = m;
2348 nx = x + freearr_x[i]; 2119 nx = x + freearr_x[i];
2349 ny = y + freearr_y[i]; 2120 ny = y + freearr_y[i];
2350 2121
2351 mflags = get_map_flags(m, &mp, nx, ny, &nx, &ny); 2122 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2123
2352 if (mflags & P_OUT_OF_MAP) { 2124 if (mflags & P_OUT_OF_MAP)
2353 max = maxfree[i]; 2125 max = maxfree[i];
2354 } else { 2126 else
2355 blocked = GET_MAP_MOVE_BLOCK(mp, nx, ny); 2127 {
2128 mapspace &ms = mp->at (nx, ny);
2356 2129
2130 blocked = ms.move_block;
2131
2357 if ((move_type & blocked) == move_type) { 2132 if ((move_type & blocked) == move_type)
2358 max=maxfree[i]; 2133 max = maxfree[i];
2359 } else if (mflags & P_IS_ALIVE) { 2134 else if (mflags & P_IS_ALIVE)
2360 for (tmp=GET_MAP_OB(mp,nx,ny); tmp!= NULL; tmp=tmp->above) { 2135 {
2361 if ((QUERY_FLAG(tmp,FLAG_MONSTER) || tmp->type==PLAYER) && 2136 for (tmp = ms.bot; tmp; tmp = tmp->above)
2137 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2362 (tmp != exclude ||(tmp->head && tmp->head != exclude))) { 2138 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2363 break; 2139 break;
2364 } 2140
2365 } 2141 if (tmp)
2366 if(tmp) {
2367 return freedir[i]; 2142 return freedir[i];
2368 } 2143 }
2144 }
2369 } 2145 }
2370 } 2146
2371 }
2372 return 0; 2147 return 0;
2373} 2148}
2374 2149
2375/* 2150/*
2376 * distance(object 1, object 2) will return the square of the 2151 * distance(object 1, object 2) will return the square of the
2377 * distance between the two given objects. 2152 * distance between the two given objects.
2378 */ 2153 */
2379 2154int
2380int distance(const object *ob1, const object *ob2) { 2155distance (const object *ob1, const object *ob2)
2381 int i; 2156{
2382 i= (ob1->x - ob2->x)*(ob1->x - ob2->x)+ 2157 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2383 (ob1->y - ob2->y)*(ob1->y - ob2->y);
2384 return i;
2385} 2158}
2386 2159
2387/* 2160/*
2388 * find_dir_2(delta-x,delta-y) will return a direction in which 2161 * find_dir_2(delta-x,delta-y) will return a direction in which
2389 * an object which has subtracted the x and y coordinates of another 2162 * an object which has subtracted the x and y coordinates of another
2390 * object, needs to travel toward it. 2163 * object, needs to travel toward it.
2391 */ 2164 */
2392 2165int
2393int find_dir_2(int x, int y) { 2166find_dir_2 (int x, int y)
2167{
2394 int q; 2168 int q;
2395 2169
2396 if(y) 2170 if (y)
2397 q=x*100/y; 2171 q = x * 100 / y;
2398 else if (x) 2172 else if (x)
2399 q= -300*x; 2173 q = -300 * x;
2400 else 2174 else
2401 return 0; 2175 return 0;
2402 2176
2403 if(y>0) { 2177 if (y > 0)
2178 {
2404 if(q < -242) 2179 if (q < -242)
2405 return 3 ; 2180 return 3;
2406 if (q < -41) 2181 if (q < -41)
2407 return 2 ; 2182 return 2;
2408 if (q < 41) 2183 if (q < 41)
2409 return 1 ; 2184 return 1;
2410 if (q < 242) 2185 if (q < 242)
2411 return 8 ; 2186 return 8;
2412 return 7 ; 2187 return 7;
2413 } 2188 }
2414 2189
2415 if (q < -242) 2190 if (q < -242)
2416 return 7 ; 2191 return 7;
2417 if (q < -41) 2192 if (q < -41)
2418 return 6 ; 2193 return 6;
2419 if (q < 41) 2194 if (q < 41)
2420 return 5 ; 2195 return 5;
2421 if (q < 242) 2196 if (q < 242)
2422 return 4 ; 2197 return 4;
2423 2198
2424 return 3 ; 2199 return 3;
2425}
2426
2427/*
2428 * absdir(int): Returns a number between 1 and 8, which represent
2429 * the "absolute" direction of a number (it actually takes care of
2430 * "overflow" in previous calculations of a direction).
2431 */
2432
2433int absdir(int d) {
2434 while(d<1) d+=8;
2435 while(d>8) d-=8;
2436 return d;
2437} 2200}
2438 2201
2439/* 2202/*
2440 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2203 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2441 * between two directions (which are expected to be absolute (see absdir()) 2204 * between two directions (which are expected to be absolute (see absdir())
2442 */ 2205 */
2443 2206int
2444int dirdiff(int dir1, int dir2) { 2207dirdiff (int dir1, int dir2)
2208{
2445 int d; 2209 int d;
2210
2446 d = abs(dir1 - dir2); 2211 d = abs (dir1 - dir2);
2447 if(d>4) 2212 if (d > 4)
2448 d = 8 - d; 2213 d = 8 - d;
2214
2449 return d; 2215 return d;
2450} 2216}
2451 2217
2452/* peterm: 2218/* peterm:
2453 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2219 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2456 * This basically means that if direction is 15, then it could either go 2222 * This basically means that if direction is 15, then it could either go
2457 * direction 4, 14, or 16 to get back to where we are. 2223 * direction 4, 14, or 16 to get back to where we are.
2458 * Moved from spell_util.c to object.c with the other related direction 2224 * Moved from spell_util.c to object.c with the other related direction
2459 * functions. 2225 * functions.
2460 */ 2226 */
2461
2462int reduction_dir[SIZEOFFREE][3] = { 2227int reduction_dir[SIZEOFFREE][3] = {
2463 {0,0,0}, /* 0 */ 2228 {0, 0, 0}, /* 0 */
2464 {0,0,0}, /* 1 */ 2229 {0, 0, 0}, /* 1 */
2465 {0,0,0}, /* 2 */ 2230 {0, 0, 0}, /* 2 */
2466 {0,0,0}, /* 3 */ 2231 {0, 0, 0}, /* 3 */
2467 {0,0,0}, /* 4 */ 2232 {0, 0, 0}, /* 4 */
2468 {0,0,0}, /* 5 */ 2233 {0, 0, 0}, /* 5 */
2469 {0,0,0}, /* 6 */ 2234 {0, 0, 0}, /* 6 */
2470 {0,0,0}, /* 7 */ 2235 {0, 0, 0}, /* 7 */
2471 {0,0,0}, /* 8 */ 2236 {0, 0, 0}, /* 8 */
2472 {8,1,2}, /* 9 */ 2237 {8, 1, 2}, /* 9 */
2473 {1,2,-1}, /* 10 */ 2238 {1, 2, -1}, /* 10 */
2474 {2,10,12}, /* 11 */ 2239 {2, 10, 12}, /* 11 */
2475 {2,3,-1}, /* 12 */ 2240 {2, 3, -1}, /* 12 */
2476 {2,3,4}, /* 13 */ 2241 {2, 3, 4}, /* 13 */
2477 {3,4,-1}, /* 14 */ 2242 {3, 4, -1}, /* 14 */
2478 {4,14,16}, /* 15 */ 2243 {4, 14, 16}, /* 15 */
2479 {5,4,-1}, /* 16 */ 2244 {5, 4, -1}, /* 16 */
2480 {4,5,6}, /* 17 */ 2245 {4, 5, 6}, /* 17 */
2481 {6,5,-1}, /* 18 */ 2246 {6, 5, -1}, /* 18 */
2482 {6,20,18}, /* 19 */ 2247 {6, 20, 18}, /* 19 */
2483 {7,6,-1}, /* 20 */ 2248 {7, 6, -1}, /* 20 */
2484 {6,7,8}, /* 21 */ 2249 {6, 7, 8}, /* 21 */
2485 {7,8,-1}, /* 22 */ 2250 {7, 8, -1}, /* 22 */
2486 {8,22,24}, /* 23 */ 2251 {8, 22, 24}, /* 23 */
2487 {8,1,-1}, /* 24 */ 2252 {8, 1, -1}, /* 24 */
2488 {24,9,10}, /* 25 */ 2253 {24, 9, 10}, /* 25 */
2489 {9,10,-1}, /* 26 */ 2254 {9, 10, -1}, /* 26 */
2490 {10,11,-1}, /* 27 */ 2255 {10, 11, -1}, /* 27 */
2491 {27,11,29}, /* 28 */ 2256 {27, 11, 29}, /* 28 */
2492 {11,12,-1}, /* 29 */ 2257 {11, 12, -1}, /* 29 */
2493 {12,13,-1}, /* 30 */ 2258 {12, 13, -1}, /* 30 */
2494 {12,13,14}, /* 31 */ 2259 {12, 13, 14}, /* 31 */
2495 {13,14,-1}, /* 32 */ 2260 {13, 14, -1}, /* 32 */
2496 {14,15,-1}, /* 33 */ 2261 {14, 15, -1}, /* 33 */
2497 {33,15,35}, /* 34 */ 2262 {33, 15, 35}, /* 34 */
2498 {16,15,-1}, /* 35 */ 2263 {16, 15, -1}, /* 35 */
2499 {17,16,-1}, /* 36 */ 2264 {17, 16, -1}, /* 36 */
2500 {18,17,16}, /* 37 */ 2265 {18, 17, 16}, /* 37 */
2501 {18,17,-1}, /* 38 */ 2266 {18, 17, -1}, /* 38 */
2502 {18,19,-1}, /* 39 */ 2267 {18, 19, -1}, /* 39 */
2503 {41,19,39}, /* 40 */ 2268 {41, 19, 39}, /* 40 */
2504 {19,20,-1}, /* 41 */ 2269 {19, 20, -1}, /* 41 */
2505 {20,21,-1}, /* 42 */ 2270 {20, 21, -1}, /* 42 */
2506 {20,21,22}, /* 43 */ 2271 {20, 21, 22}, /* 43 */
2507 {21,22,-1}, /* 44 */ 2272 {21, 22, -1}, /* 44 */
2508 {23,22,-1}, /* 45 */ 2273 {23, 22, -1}, /* 45 */
2509 {45,47,23}, /* 46 */ 2274 {45, 47, 23}, /* 46 */
2510 {23,24,-1}, /* 47 */ 2275 {23, 24, -1}, /* 47 */
2511 {24,9,-1}}; /* 48 */ 2276 {24, 9, -1}
2277}; /* 48 */
2512 2278
2513/* Recursive routine to step back and see if we can 2279/* Recursive routine to step back and see if we can
2514 * find a path to that monster that we found. If not, 2280 * find a path to that monster that we found. If not,
2515 * we don't bother going toward it. Returns 1 if we 2281 * we don't bother going toward it. Returns 1 if we
2516 * can see a direct way to get it 2282 * can see a direct way to get it
2517 * Modified to be map tile aware -.MSW 2283 * Modified to be map tile aware -.MSW
2518 */ 2284 */
2519 2285int
2520
2521int can_see_monsterP(mapstruct *m, int x, int y,int dir) { 2286can_see_monsterP (maptile *m, int x, int y, int dir)
2287{
2522 sint16 dx, dy; 2288 sint16 dx, dy;
2523 int mflags; 2289 int mflags;
2524 2290
2291 if (dir < 0)
2525 if(dir<0) return 0; /* exit condition: invalid direction */ 2292 return 0; /* exit condition: invalid direction */
2526 2293
2527 dx = x + freearr_x[dir]; 2294 dx = x + freearr_x[dir];
2528 dy = y + freearr_y[dir]; 2295 dy = y + freearr_y[dir];
2529 2296
2530 mflags = get_map_flags(m, &m, dx, dy, &dx, &dy); 2297 mflags = get_map_flags (m, &m, dx, dy, &dx, &dy);
2531 2298
2532 /* This functional arguably was incorrect before - it was 2299 /* This functional arguably was incorrect before - it was
2533 * checking for P_WALL - that was basically seeing if 2300 * checking for P_WALL - that was basically seeing if
2534 * we could move to the monster - this is being more 2301 * we could move to the monster - this is being more
2535 * literal on if we can see it. To know if we can actually 2302 * literal on if we can see it. To know if we can actually
2536 * move to the monster, we'd need the monster passed in or 2303 * move to the monster, we'd need the monster passed in or
2537 * at least its move type. 2304 * at least its move type.
2538 */ 2305 */
2539 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW)) return 0; 2306 if (mflags & (P_OUT_OF_MAP | P_BLOCKSVIEW))
2307 return 0;
2540 2308
2541 /* yes, can see. */ 2309 /* yes, can see. */
2542 if(dir < 9) return 1; 2310 if (dir < 9)
2311 return 1;
2312
2543 return can_see_monsterP(m, x, y, reduction_dir[dir][0]) | 2313 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2544 can_see_monsterP(m,x,y, reduction_dir[dir][1]) | 2314 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2545 can_see_monsterP(m,x,y, reduction_dir[dir][2]); 2315 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2546} 2316}
2547 2317
2548
2549
2550/* 2318/*
2551 * can_pick(picker, item): finds out if an object is possible to be 2319 * can_pick(picker, item): finds out if an object is possible to be
2552 * picked up by the picker. Returnes 1 if it can be 2320 * picked up by the picker. Returnes 1 if it can be
2553 * picked up, otherwise 0. 2321 * picked up, otherwise 0.
2554 * 2322 *
2556 * core dumps if they do. 2324 * core dumps if they do.
2557 * 2325 *
2558 * Add a check so we can't pick up invisible objects (0.93.8) 2326 * Add a check so we can't pick up invisible objects (0.93.8)
2559 */ 2327 */
2560 2328
2329int
2561int can_pick(const object *who, const object *item) { 2330can_pick (const object *who, const object *item)
2331{
2562 return /*QUERY_FLAG(who,FLAG_WIZ)||*/ 2332 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2563 (item->weight>0&&!QUERY_FLAG(item,FLAG_NO_PICK)&& 2333 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2564 !QUERY_FLAG(item,FLAG_ALIVE)&&!item->invisible && 2334 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2565 (who->type==PLAYER||item->weight<who->weight/3));
2566} 2335}
2567
2568 2336
2569/* 2337/*
2570 * create clone from object to another 2338 * create clone from object to another
2571 */ 2339 */
2340object *
2572object *object_create_clone (object *asrc) { 2341object_create_clone (object *asrc)
2342{
2573 object *dst = NULL,*tmp,*src,*part,*prev, *item; 2343 object *dst = 0, *tmp, *src, *part, *prev, *item;
2574 2344
2575 if(!asrc) return NULL; 2345 if (!asrc)
2346 return 0;
2347
2576 src = asrc; 2348 src = asrc;
2577 if(src->head) 2349 if (src->head)
2578 src = src->head; 2350 src = src->head;
2579 2351
2580 prev = NULL; 2352 prev = 0;
2581 for(part = src; part; part = part->more) { 2353 for (part = src; part; part = part->more)
2582 tmp = get_object(); 2354 {
2583 copy_object(part,tmp); 2355 tmp = part->clone ();
2584 tmp->x -= src->x; 2356 tmp->x -= src->x;
2585 tmp->y -= src->y; 2357 tmp->y -= src->y;
2358
2586 if(!part->head) { 2359 if (!part->head)
2360 {
2587 dst = tmp; 2361 dst = tmp;
2588 tmp->head = NULL; 2362 tmp->head = 0;
2363 }
2589 } else { 2364 else
2590 tmp->head = dst; 2365 tmp->head = dst;
2591 } 2366
2592 tmp->more = NULL; 2367 tmp->more = 0;
2368
2593 if(prev) 2369 if (prev)
2594 prev->more = tmp; 2370 prev->more = tmp;
2371
2595 prev = tmp; 2372 prev = tmp;
2596 } 2373 }
2597 /*** copy inventory ***/ 2374
2598 for(item = src->inv; item; item = item->below) { 2375 for (item = src->inv; item; item = item->below)
2599 (void) insert_ob_in_ob(object_create_clone(item),dst); 2376 insert_ob_in_ob (object_create_clone (item), dst);
2600 }
2601 2377
2602 return dst; 2378 return dst;
2603}
2604
2605/* return true if the object was destroyed, 0 otherwise */
2606int was_destroyed (const object *op, tag_t old_tag)
2607{
2608 /* checking for FLAG_FREED isn't necessary, but makes this function more
2609 * robust */
2610 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2611}
2612
2613/* GROS - Creates an object using a string representing its content. */
2614/* Basically, we save the content of the string to a temp file, then call */
2615/* load_object on it. I admit it is a highly inefficient way to make things, */
2616/* but it was simple to make and allows reusing the load_object function. */
2617/* Remember not to use load_object_str in a time-critical situation. */
2618/* Also remember that multiparts objects are not supported for now. */
2619
2620object* load_object_str(const char *obstr)
2621{
2622 object *op;
2623 FILE *tempfile;
2624 char filename[MAX_BUF];
2625 sprintf(filename,"%s/cfloadobstr2044",settings.tmpdir);
2626 tempfile=fopen(filename,"w");
2627 if (tempfile == NULL)
2628 {
2629 LOG(llevError,"Error - Unable to access load object temp file\n");
2630 return NULL;
2631 };
2632 fprintf(tempfile,obstr);
2633 fclose(tempfile);
2634
2635 op=get_object();
2636
2637 tempfile=fopen(filename,"r");
2638 if (tempfile == NULL)
2639 {
2640 LOG(llevError,"Error - Unable to read object temp file\n");
2641 return NULL;
2642 };
2643 object_thawer thawer (tempfile);
2644 load_object(thawer,op,LO_NEWFILE,0);
2645 LOG(llevDebug," load str completed, object=%s\n",op->name);
2646 CLEAR_FLAG(op,FLAG_REMOVED);
2647 fclose(tempfile);
2648 return op;
2649} 2379}
2650 2380
2651/* This returns the first object in who's inventory that 2381/* This returns the first object in who's inventory that
2652 * has the same type and subtype match. 2382 * has the same type and subtype match.
2653 * returns NULL if no match. 2383 * returns NULL if no match.
2654 */ 2384 */
2385object *
2655object *find_obj_by_type_subtype(const object *who, int type, int subtype) 2386find_obj_by_type_subtype (const object *who, int type, int subtype)
2656{ 2387{
2657 object *tmp;
2658
2659 for (tmp=who->inv; tmp; tmp=tmp->below) 2388 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2660 if (tmp->type == type && tmp->subtype == subtype) return tmp; 2389 if (tmp->type == type && tmp->subtype == subtype)
2390 return tmp;
2661 2391
2662 return NULL; 2392 return 0;
2663} 2393}
2664 2394
2665/* If ob has a field named key, return the link from the list, 2395/* If ob has a field named key, return the link from the list,
2666 * otherwise return NULL. 2396 * otherwise return NULL.
2667 * 2397 *
2668 * key must be a passed in shared string - otherwise, this won't 2398 * key must be a passed in shared string - otherwise, this won't
2669 * do the desired thing. 2399 * do the desired thing.
2670 */ 2400 */
2401key_value *
2671key_value * get_ob_key_link(const object * ob, const char * key) { 2402get_ob_key_link (const object *ob, const char *key)
2672 key_value * link; 2403{
2673
2674 for (link = ob->key_values; link != NULL; link = link->next) { 2404 for (key_value *link = ob->key_values; link; link = link->next)
2675 if (link->key == key) { 2405 if (link->key == key)
2676 return link; 2406 return link;
2677 } 2407
2678 } 2408 return 0;
2679 2409}
2680 return NULL;
2681}
2682 2410
2683/* 2411/*
2684 * Returns the value of op has an extra_field for key, or NULL. 2412 * Returns the value of op has an extra_field for key, or NULL.
2685 * 2413 *
2686 * The argument doesn't need to be a shared string. 2414 * The argument doesn't need to be a shared string.
2687 * 2415 *
2688 * The returned string is shared. 2416 * The returned string is shared.
2689 */ 2417 */
2418const char *
2690const char * get_ob_key_value(const object * op, const char * const key) { 2419get_ob_key_value (const object *op, const char *const key)
2420{
2691 key_value * link; 2421 key_value *link;
2692 const char * canonical_key; 2422 shstr_cmp canonical_key (key);
2423
2424 if (!canonical_key)
2693 2425 {
2694 canonical_key = find_string(key);
2695
2696 if (canonical_key == NULL) {
2697 /* 1. There being a field named key on any object 2426 /* 1. There being a field named key on any object
2698 * implies there'd be a shared string to find. 2427 * implies there'd be a shared string to find.
2699 * 2. Since there isn't, no object has this field. 2428 * 2. Since there isn't, no object has this field.
2700 * 3. Therefore, *this* object doesn't have this field. 2429 * 3. Therefore, *this* object doesn't have this field.
2701 */ 2430 */
2702 return NULL; 2431 return 0;
2703 } 2432 }
2704 2433
2705 /* This is copied from get_ob_key_link() above - 2434 /* This is copied from get_ob_key_link() above -
2706 * only 4 lines, and saves the function call overhead. 2435 * only 4 lines, and saves the function call overhead.
2707 */ 2436 */
2708 for (link = op->key_values; link != NULL; link = link->next) { 2437 for (link = op->key_values; link; link = link->next)
2709 if (link->key == canonical_key) { 2438 if (link->key == canonical_key)
2710 return link->value; 2439 return link->value;
2711 }
2712 }
2713 return NULL;
2714}
2715 2440
2441 return 0;
2442}
2716 2443
2717/* 2444/*
2718 * Updates the canonical_key in op to value. 2445 * Updates the canonical_key in op to value.
2719 * 2446 *
2720 * canonical_key is a shared string (value doesn't have to be). 2447 * 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 2449 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2723 * keys. 2450 * keys.
2724 * 2451 *
2725 * Returns TRUE on success. 2452 * Returns TRUE on success.
2726 */ 2453 */
2454int
2727int set_ob_key_value_s(object * op, const char * canonical_key, const char * value, int add_key) { 2455set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2456{
2728 key_value * field = NULL, *last=NULL; 2457 key_value *field = NULL, *last = NULL;
2729 2458
2730 for (field=op->key_values; field != NULL; field=field->next) { 2459 for (field = op->key_values; field != NULL; field = field->next)
2731 if (field->key != canonical_key) {
2732 last = field;
2733 continue;
2734 }
2735 2460 {
2736 if (field->value) FREE_AND_CLEAR_STR(field->value); 2461 if (field->key != canonical_key)
2737 if (value) 2462 {
2738 field->value = add_string(value); 2463 last = field;
2739 else { 2464 continue;
2465 }
2466
2467 if (value)
2468 field->value = value;
2469 else
2470 {
2740 /* Basically, if the archetype has this key set, 2471 /* Basically, if the archetype has this key set,
2741 * we need to store the null value so when we save 2472 * we need to store the null value so when we save
2742 * it, we save the empty value so that when we load, 2473 * it, we save the empty value so that when we load,
2743 * we get this value back again. 2474 * we get this value back again.
2744 */ 2475 */
2745 if (get_ob_key_link(&op->arch->clone, canonical_key)) 2476 if (get_ob_key_link (&op->arch->clone, canonical_key))
2746 field->value = NULL; 2477 field->value = 0;
2747 else { 2478 else
2748 /* Delete this link */ 2479 {
2749 if (field->key) FREE_AND_CLEAR_STR(field->key); 2480 if (last)
2750 if (field->value) FREE_AND_CLEAR_STR(field->value); 2481 last->next = field->next;
2751 if (last) last->next = field->next; 2482 else
2752 else op->key_values = field->next; 2483 op->key_values = field->next;
2753 free(field); 2484
2754 } 2485 delete field;
2755 } 2486 }
2487 }
2756 return TRUE; 2488 return TRUE;
2757 } 2489 }
2758 /* IF we get here, key doesn't exist */ 2490 /* IF we get here, key doesn't exist */
2759 2491
2760 /* No field, we'll have to add it. */ 2492 /* No field, we'll have to add it. */
2761 2493
2762 if (!add_key) { 2494 if (!add_key)
2763 return FALSE; 2495 return FALSE;
2764 } 2496
2765 /* There isn't any good reason to store a null 2497 /* There isn't any good reason to store a null
2766 * value in the key/value list. If the archetype has 2498 * value in the key/value list. If the archetype has
2767 * this key, then we should also have it, so shouldn't 2499 * this key, then we should also have it, so shouldn't
2768 * be here. If user wants to store empty strings, 2500 * be here. If user wants to store empty strings,
2769 * should pass in "" 2501 * should pass in ""
2770 */ 2502 */
2771 if (value == NULL) return TRUE; 2503 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; 2504 return TRUE;
2505
2506 field = new key_value;
2507
2508 field->key = canonical_key;
2509 field->value = value;
2510 /* Usual prepend-addition. */
2511 field->next = op->key_values;
2512 op->key_values = field;
2513
2514 return TRUE;
2782} 2515}
2783 2516
2784/* 2517/*
2785 * Updates the key in op to value. 2518 * Updates the key in op to value.
2786 * 2519 *
2788 * and not add new ones. 2521 * and not add new ones.
2789 * In general, should be little reason FALSE is ever passed in for add_key 2522 * In general, should be little reason FALSE is ever passed in for add_key
2790 * 2523 *
2791 * Returns TRUE on success. 2524 * Returns TRUE on success.
2792 */ 2525 */
2526int
2793int set_ob_key_value(object * op, const char * key, const char * value, int add_key) { 2527set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2794 const char * canonical_key = NULL; 2528{
2795 int floating_ref = FALSE; 2529 shstr key_ (key);
2796 int ret; 2530
2531 return set_ob_key_value_s (op, key_, value, add_key);
2532}
2533
2534object::depth_iterator::depth_iterator (object *container)
2535: iterator_base (container)
2536{
2537 while (item->inv)
2538 item = item->inv;
2539}
2540
2541void
2542object::depth_iterator::next ()
2543{
2544 if (item->below)
2797 2545 {
2798 /* HACK This mess is to make sure set_ob_value() passes a shared string 2546 item = item->below;
2799 * to get_ob_key_link(), without leaving a leaked refcount. 2547
2800 */ 2548 while (item->inv)
2549 item = item->inv;
2801 2550 }
2802 canonical_key = find_string(key); 2551 else
2803 if (canonical_key == NULL) { 2552 item = item->env;
2804 canonical_key = add_string(key); 2553}
2805 floating_ref = TRUE; 2554
2806 } 2555
2556const char *
2557object::flag_desc (char *desc, int len) const
2558{
2559 char *p = desc;
2560 bool first = true;
2561
2562 *p = 0;
2563
2564 for (int i = 0; i < NUM_FLAGS; i++)
2807 2565 {
2808 ret = set_ob_key_value_s(op, canonical_key, value, add_key); 2566 if (len <= 10) // magic constant!
2567 {
2568 snprintf (p, len, ",...");
2569 break;
2570 }
2571
2572 if (flag [i])
2573 {
2574 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2575 len -= cnt;
2576 p += cnt;
2577 first = false;
2578 }
2809 2579 }
2810 if (floating_ref) { 2580
2811 free_string(canonical_key); 2581 return desc;
2812 } 2582}
2583
2584// return a suitable string describing an object in enough detail to find it
2585const char *
2586object::debug_desc (char *info) const
2587{
2588 char flagdesc[512];
2589 char info2[256 * 4];
2590 char *p = info;
2591
2592 p += snprintf (p, 512, "{cnt:%d,uuid:<1.%" PRIx64 ">,name:\"%s\"%s%s,flags:[%s],type:%d}",
2593 count, uuid.seq,
2594 &name,
2595 title ? "\",title:\"" : "",
2596 title ? (const char *)title : "",
2597 flag_desc (flagdesc, 512), type);
2598
2599 if (env)
2600 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2601
2602 if (map)
2603 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2604
2605 return info;
2606}
2607
2608const char *
2609object::debug_desc () const
2610{
2611 static char info[3][256 * 4];
2612 static int info_idx;
2613
2614 return debug_desc (info [++info_idx % 3]);
2615}
2616
2617struct region *
2618object::region () const
2619{
2620 return map ? map->region (x, y)
2621 : region::default_region ();
2622}
2623
2624const materialtype_t *
2625object::dominant_material () const
2626{
2627 if (materialtype_t *mat = name_to_material (materialname))
2628 return mat;
2629
2630 // omfg this is slow, this has to be temporary :)
2631 shstr unknown ("unknown");
2632
2633 return name_to_material (unknown);
2634}
2635
2636void
2637object::open_container (object *new_container)
2638{
2639 if (container == new_container)
2640 return;
2641
2642 if (object *old_container = container)
2813 2643 {
2814 return ret; 2644 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2645 return;
2646
2647#if 0
2648 // remove the "Close old_container" object.
2649 if (object *closer = old_container->inv)
2650 if (closer->type == CLOSE_CON)
2651 closer->destroy ();
2652#endif
2653
2654 old_container->flag [FLAG_APPLIED] = 0;
2655 container = 0;
2656
2657 esrv_update_item (UPD_FLAGS, this, old_container);
2658 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container));
2659 }
2660
2661 if (new_container)
2662 {
2663 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2664 return;
2665
2666 // TODO: this does not seem to serve any purpose anymore?
2667#if 0
2668 // insert the "Close Container" object.
2669 if (archetype *closer = new_container->other_arch)
2670 {
2671 object *closer = arch_to_object (new_container->other_arch);
2672 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2673 new_container->insert (closer);
2674 }
2675#endif
2676
2677 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container));
2678
2679 new_container->flag [FLAG_APPLIED] = 1;
2680 container = new_container;
2681
2682 esrv_update_item (UPD_FLAGS, this, new_container);
2683 esrv_send_inventory (this, new_container);
2684 }
2815} 2685}
2686
2687

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